OTGBionicArm wrote:
We've come to the fact that he's just really bad at this and much like a big dumb dog rolling in his own ****, NicknameMy has 0 shame.
Nothing makes my day as much as OTG trying to tell NicknameMy why something is bad. It's like seeing Jesus trying to tell the Terminator why he can't kill people.
DillButt64 wrote:
except the Terminator is actually good at killing people
********'s a pretty good fertilizer
If I helped you out, be sure to throw me a +Rep!
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My Soraka Guide | My Review Service

Thanks a lot for the sig, jhoi! :)
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My Soraka Guide | My Review Service

Thanks a lot for the sig, jhoi! :)
NicknameMy wrote:
For one, it possesses all 3 defense stats. You'd be hard-pressed to make that alone viable without being OP, becoming nothing more than a niche pick, or just plain being slot-inefficient.
As for two, it grants bonus boosts for resistances. Now the concept becomes impossible to fix within the current game balance :/



If you want to help me, teach me.
We got health scalings and
Spirit of the Ancient Golem. Is it a problem? Definitly not! I also got a different passive now, which again focuses onto tanks and not bruisers:
Between 0 and 50 armor/mr, your armor/mr is increased by 5%. Between 50 and 100 armor/mr, your armor/mr is increased by 10%. And so on.
300 armor
300+50*0.05+50*0.1+50*0.15+50*0.2+50*0.25+50*0.3=352.5 (17,5% increase)
150 armor
150+50*0.05+50*0.1+50*0.15=165 (10% increase)
Similar to my penetration changes of another thread, this item focuses onto tanks instead of bruisers, because they have higher armor and mr values, making it more efficient. This way, the only true item users are tanks and tanks are generally pushed in favor of bruisers.
The same should be done with
Spirit of the Ancient Golem.
If scalings get a problem, lower them and give them more base for earlygame, problem solved.

Between 0 and 50 armor/mr, your armor/mr is increased by 5%. Between 50 and 100 armor/mr, your armor/mr is increased by 10%. And so on.
300 armor
300+50*0.05+50*0.1+50*0.15+50*0.2+50*0.25+50*0.3=352.5 (17,5% increase)
150 armor
150+50*0.05+50*0.1+50*0.15=165 (10% increase)
Similar to my penetration changes of another thread, this item focuses onto tanks instead of bruisers, because they have higher armor and mr values, making it more efficient. This way, the only true item users are tanks and tanks are generally pushed in favor of bruisers.
The same should be done with

If scalings get a problem, lower them and give them more base for earlygame, problem solved.

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Thinly veiled troll, or am I just blind?
We've come to the fact that he's just really bad at this and much like a big dumb dog rolling in his own ****, NicknameMy has 0 shame.