Quote:
Originally Posted by Xypherous
Yes, if you want to get specific, this is true. However, if you want to get specific in the context of this discussion then the correct comparison is to compare health itemization, or buying health items compared to shields / drains / regeneration.
The core here is that buying health does have an added conditional - it only takes effect when you're going back to base for the most part - you cannot add health in the field by buying health.
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While this is true in terms of power-during laning, it's obviously a mechanic your team didn't think enough about while removing FoN and moving it's regen mechanic on to warmogs.
Essentially you gave the biggest health item the ability to add health in the field, by providing warmogs with such a massive regen, and in doing so made health by far the most effective build for staying in lane.
However, beyond laning, you have argued previously in this thread that armour scales more strongly into the late game due to champion health/level increasing more strongly than armuor/level or MR/level. I'm sure you can realise, though, that the 'sustain abilities multiplying with armour' doesn't really apply when we get beyond laning (at least in terms of regenerations effects). Tanks and bruisers can't really leach anywhere near enough life or build strong enough shields to make armour a better idea than health in a teamfight, and the 'have to go back to the fountain' mechanic is null when we're outside of laning.
In short, warmogs regen makes health the strongest option in lane by a mile, and armour shred makes health the strongest option in teamfights in 95% of games.
The thing that's most worrying here, though, and the reason I feel this discussion has shifted gears to address bursters, is that all this comparison between the strength of health vs armour completely disregarded the fact that armour only worked against 50% of the cast, and it was *still* hard to argue it ever being better than health stacking.
I'm getting the feeling that your dislike of resistance stacking is something the community doesn't fully share with you, and if you intentionally shifted the balance to prevent the 'sustain problem', then it seems adding %regen to warmogs was a tremendous owngoal.
Further, for a chap who seems to like the idea of counterplay, I'm surprised you didn't like the fact that varying your damage type was a part of S2 team comp. There's a lot of counterplay to certain damage types requiring certain defensive strategies, but this thread suggest you prefer 'build more health' to be the go-to counter for anyone that's doing too much damage to you, regardless of how they're doing it to you. HP should ideally be the answer to true damage champions, hybrids, or mixed team comps with multiple even characters, as opposed to armour and MR being geared towards specific 'spikes' in the enemy damage pool.
(Oh, and as an aside, I feel that the new flask is overcosted, and I stopped buying it when the price increased. )
Final Questions:
1. Do you think that perhaps removing the S3 regen from warmogs might be a good first-port-of-call?
2. Could you or your team be persuaded to aim your 'balance scope' to having Armour be the best defense against a physical character, MR be the best defense against a magic character, and HP being a safe 'middle ground' for general cases (like it was in S1-S2)?