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Have you considered making the item high on AS (like 50-60 range) and pretty low on AD (like 15-20)? Then making the %HP damage slightly stronger.
The way I see the end result is you're not likely going to buy BRK every game. The dramatically low AD would make the item feel less effective than BT in an IE/PD/?? build. Consequently on Bruisers whose kits don't require them to auto-attack frequently for maximum impact will likely shy away from the item. However, if the enemy has multiple high HP targets then you could replace PD with BRK to deal more damage. Also, AS-heavy Bruisers like Irelia, Shyvana, and Udyr who don't really care about high AD that much will still enjoy having BRK in their build.
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That could be a very good direction to take it - and it's in-line with our current direction of nerfing the AD on it and raising the cost.
We may eventually end up there - but it's obvious that our community wants us to slow-roll this rather than doing it all at once.
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When attempting to balance Botrk, is the build path of the item being considered? A huge reason why it is so "attractive" for ADC vs ADC match ups is the simple fact that every piece of the item is ~400g, meaning you will always come back into lane being stronger, avoiding any lull period where you need more gold to finish an item, say a BF sword.
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BotRK is a resilience focused item - that is supposed to be somewhat ineffective or unattractive if you are already winning. Having cheap prices allows BotRK fit into this resilience pattern a bit more - as anyone who's ever tried to save 1550 on a B.F. Sword while behind will attest.
My core problem is that I under-estimated the power of the components in lane. Cutlass + Double Dagger looked like a fairly poor combination in lane compared to any of the B.F. Sword paths - so I completely undershot this.
*Or* it could be that the 650 gold finish cost doesn't allow enough time for the weakness of the Cutlass + Double Dagger path to show through in lane. I'm uncertain at this point.
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If you're so concerned with people feeling bad when their champion loses strength as the game goes on, can we expect support buffs anytime soon? Alternatively, it might just be fair to have early-midgame dominance champions actually pay for their strength in some fashion...
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Statistically, Supports actually perform better as the game goes on. Their individual contributions are more powerful - the more people they can support.