|Increased global mana regeneration aura from 1.5% to 2% bonus regeneration per 1% of mana missing|
- Mana recovery has been so fast on the Crystal Scar that most characters don't need to build anything more than the Prospector's Ring for managable mana. If i'm playing Gragas or Lulu or Maokai, I can opt for a Catalyst or potions if necessary and do fine. Not to mention the recovery spawns that also restore mana.
- The % regen weakens the appeal of mana per 5, and this change is just amplifying that. The bigger pool of mana you have (i.e., Frozen Heart), the greater returns you get on the % regen. Mana regeneration items, runes and masteries go further out the window in a game mode that de-emphasizes attrition, compared to Summoner's Rift.
- Who needs better mana regen? Cassiopeia and Malzahar have the range to be able to safely build a Tear for spammability bot lane if that's the way they need to play. Swain? Are we balancing a global aura around Swain?
Honestly, I thought the aura would turn into a flat bonus so that mp/5 could compete better with mana items. Mages who have spells that cost 100 or so mana to cast don't seem like they'd want to be sitting at ultra low mana in the first place since they can't combo as well. Brusiers seem to have the most benefit since they are building tanky items with mana on them anyway and seem to have lower spell costs.
So, maybe i'm just jumping on this too fast, but again, what is the point of this change? What is it suppose to do? Why is it worth doing?