#State of Corrode in Magic Kits and the Problem with Magnify

357 messages · Page 1 of 1 (latest)

smoky venture
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Below are my proposed changes to Magnify, along with a new item to replace the corrode effect I removed. The goal is to address the current weaknesses in AP Bruiser itemization, shift heroes like Kwang and Aurora away from Tank items, and open up new build paths for other heroes like Shinbi, helping to refresh the stale state of itemization.

The issue with the current corrode mechanic lies in its inconsistency. When we examine physical bruisers, they benefit from both stacking and flat AOE (Area of Effect) corrode effects. In contrast, our only option is an on-hit effect that lasts a mere 4 seconds and lacks reliability. This disparity highlights a significant imbalance in the mechanics available to us compared to those accessible to physical bruisers.

Magnify

+65 Magical Power
+30% Attack Speed
+10 Ability Haste

Arcana - Upon Landing a Basic Attack on a Hero or Casting Abilities:

  • Generate stacks of Focus.
  • At 100 stacks, empower your next Ability.
  • Deal 50 (+10% Magic Power) Additional Magic Damage.

Notes:

  • Pre-Six Items: Magnify was generally fine but needed an adjustment to how Focus functions. Stacking on movement or casting abilities to stacking when landing basic attacks on heroes or casting abilities makes the item feel much more fluid while remaining viable for all Mage subtypes.

Aegis

+45 Magical Power
+30 Magical Armor
+250 Max Health

Ward - For each nearby Enemy Hero:

  • Gain 3 Magical Armor.

Wither - Nearby Enemy Heroes:

  • Have their Magical Armor decreased by 20%.

Notes:

  • I’m proposing this item because having Corrode on Magnify felt bloated. There was a need for an Ability Power (AP) Bruiser Corrode item, similar to Citadel. This change should be healthier for the Mage Bruiser subtype compared to the old Corrosion effect on Magnify.
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@fervent mortar just want to make sure I'm not breaking any unspoken rules but is this allowed feedback?

fervent mortar
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youre spamming a lit of item reworks

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there was a reason why we deleted them before, try keeep them contained to one thread

smoky venture
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And this it for today

fervent mortar
smoky venture
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One moment

smoky venture
smoky venture
# fervent mortar youve done a lot before too

Back then it was me tossing a hundred ideas the ones I'm making now are focused on issues I feel with current itemization and will try to contain them all within one post for the issues that they are focused on instead of individual posts for each one.

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I will also pace myself and I apologize for my impulsiveness

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This is why I asked you before continuing as I want to foster a better relationship than the one I left off with.

dry sigil
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your wording seems a bit messed up. while "casting abilities"

smoky venture
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I was going to at you Magical

dry sigil
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means that you would generate stacks during the cast time

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i think you mean "upon casting" or "upon damaging enemies with abilities" or sth like that

dry sigil
smoky venture
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Hey Kor nice to see you

dry sigil
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ig the difference to intimidation is that a typical comp has 3 physical damage 1 magic damage (and one support with healing/cc) or sth like that

dry sigil
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and magic armor alr has catalytic and flux

blazing locust
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I really, really like the idea of Aegis. We need more magic armor items, and having a magic armor citadel equivalent would be fire. Though, I would love this to also be usable on physical heroes. Maybe making it universal by giving it magic armor, health, haste and then adding a passive that grants 12% additional power to whichever is highest

smoky venture
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Also Corrode and Damage Amp are not the same thing

dry sigil
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yeah. so ig it would take the slot magnify originally had

smoky venture
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We lack that currently for AP

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You pretty much have to build Tank

dry sigil
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still my original point was that physical armor would be more useful than magic armor

smoky venture
smoky venture
dry sigil
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im correct in that dot removes stacks no

smoky venture
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Only physically damage

dry sigil
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yeah physical dot i mean

smoky venture
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I don't think item damage is registered as physical damage

dry sigil
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greystone, grux, etc.

smoky venture
dry sigil
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so which physical matchups can u use golems

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terra?

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and feng perhaps

smoky venture
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Golem's needs a rework

dry sigil
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actually should remember that, always neglegted golems vs feng

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but yeah its kinda useless against the two main physical matchups

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and that even without taking carries into account

smoky venture
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Still think Aegis should stick to Magic Armor while Golem's Gift should have a .5s interval between losing stacks

dry sigil
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idk, i liked magnify and the idea of it stacking with ability cast/damage

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especially the latter version

smoky venture
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There have been so many versions of Magnify

dry sigil
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damaging with abilities, obviously

dry sigil
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difference for aurora passive mainly

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and morigesh/iggy ig

smoky venture
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You mean pre six items like the one I currently am asking for?

dry sigil
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i mean arcanas activation. you wouldnt mean to revert it to not interacting with abilities at 6 items?

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cuz that wouldnt make sense rly

smoky venture
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Current Magnify is On Hit with Corrode Pre Six Items it was additional damage on abilities every 3 basic attacks on heroes

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Beta release it was Corrode Magic Power stacks

dry sigil
smoky venture
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Yes

dry sigil
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ah i thought you meant before building 6 items

smoky venture
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Yeah no I'm talking about the version

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I would like to see Pre-Six Magnify but with the Casting stacking effect added to it

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Which is what I am asking in this post.

dry sigil
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though whyd u nerf it so much? youre taking away both 15% scaling and the armor shred. really feels a little weak to me

smoky venture
dry sigil
smoky venture
dry sigil
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yeah but it already loses the armor shre

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which is a ton of damage later on

smoky venture
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It says additional damage not bonus

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So it is added scaling

dry sigil
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soulbinder is ability damage my friend

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oh wait next ability

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i thought youd keep it to a basic attack

smoky venture
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We have enough on hit effects as it is

dry sigil
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still, soulbinder activates at 1450+ range

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nice bruiser item right there

smoky venture
dry sigil
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thats a clone of combustion at that point

dry sigil
smoky venture
dry sigil
dry sigil
smoky venture
dry sigil
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ultimately same principle

smoky venture
dry sigil
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overall bad for bruisers then

smoky venture
dry sigil
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especially since there wont be a single decent sustain item for ap bruisers left

smoky venture
dry sigil
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xd

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rly

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orb of growth cmon man

smoky venture
dry sigil
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well rn it sucks balls

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orbs more precisely

smoky venture
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Also it's not bad

dry sigil
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well im looking forwar to that then

smoky venture
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Or at least not as bad as people say it i

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The biggest issue with it is that the devs refuse to give it haste

dry sigil
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hope it also finally has that magic rapture equivalent you keep putting off

smoky venture
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Or Mana regen

dry sigil
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previously you argued we got magnify to somewhat fill that

smoky venture
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Yeah no fuck no Rapture was a mistake of an item

dry sigil
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now u remove even that

dry sigil
# smoky venture What?

on the rapture post. when u insiste it should have lifesteal to remove it from ap bruisers pool

smoky venture
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Or it's current interpretation

dry sigil
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mb was another guy

smoky venture
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Here is the problem with current corrode on Magnify it's on a timer and it's not consistent it feels like the item was made for 2 heroes only

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Look at the options physical heroes have its consistebt and flows smoothly into their playstyle

smoky venture
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33% of 8% = 2.64 Omnivamp

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If you do 500 damage that is 13.2 health back per target and even if you hit 5 targets thats not a lot in the grand scheme of things

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The only hero that benefits from Magnify is Countess and its primarily due to her absurdly high Lifesteal that she can bypass the weakness of lower healing

dry sigil
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still, physical bruisers all have tons of sustain options. magic bruisers have none.

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so imo thats a big issue

smoky venture
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Plus the other problem is that they are oversaturating them with Lifesteal

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Rapture in all honesty should not have existed

dry sigil
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nah rapture is awesome cuz its pretty neutral

smoky venture
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It would have been fine if they made Rapture scale with health and Overlord with phys power but that isn't what they did

dry sigil
smoky venture
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Now we have Bruisers walking around with 5.5% Bonus Health Scaling and 42% Bonus Physical Power scaling

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It is so dunb

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How did this leave testing

dry sigil
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colossal cleave doesnt hit the target

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btw

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so thats not rly it

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all overlord does against your target is to provide you more physical power to hit them

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which also means they dont rly overlap

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also im not sure but does rapture apply on jungle camps?

dry sigil
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oh well then jungle clear speed is the one thing they both do

smoky venture
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One moment need to go to practice and confirm that as numbers don't fully add up maybe it is just the health scaling from overlord

dry sigil
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still the only thing that hits their actual target is rapture and their basic attack (with additional power from overlord)

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as long as you dont have sth next to you and they use an aoe onhit skill that is

smoky venture
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Ayy Pred got 50 new players

dry sigil
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but yeah "around a target" does not hit the target itself

smoky venture
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Still though I don't think Rapture should have been allowed to exist

dry sigil
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which is reasonable.

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otherwise youd buil mindrazor on every carry

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30% additional basic attack scaling

smoky venture
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While the rest of the surrounding targets take Physical

dry sigil
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like yes it gives physical power, but the item effect shouldnt do anything to the thing he hits

smoky venture
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Not sure if it still up though may as well check

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But yeah Overlord does not give damage directly

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Yeah it was pretty nuts remember doing 700 damage as Grim during six items patch

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Aww they fixed it

dry sigil
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truly sad no

uncut gull
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I feel like this posts isnt really suggesting anything. Its showing number changes for items but no reasons for them.

the title is the problem with magnify but nothing is mentioned about whats you find wrong with it. nor what you find wrong with the state of corrode. just stating kwang and shinbi Aurora in order so they dont build tank?

but their not always building tank they might have felt like that last patch because I mean we were in HP meta and everyone was stacking it because demo lost its passive. stopping the hp issue. now its a bit more tame so you will see more damage being built.

but Im not sure what im upvoting or downvoting because there is no explanations.

"Magnify was generally fine but needed an adjustment to how Focus functions." Whats wrong with how it currently functions what issue to you see with it?

"magnify felt bloated" what about it feels bloated?

smoky venture
# uncut gull I feel like this posts isnt really suggesting anything. Its showing number chang...

I was talking about pre six items Magnify just needed an adjustment to how stacking works I only have so many characters to work with in these.

Magnify is bloated it has 4 stat types 2 Passive effects and no real reason for corrode to be there.

Aegis does explain it a bit but I wasn't entirely clear and I apologize for that I'll see about improving wording on that.

The problem with current corrode is a lack of consistency if we look at physical bruiser they have access to stacking and flat AOE corrode while the only option we have is an on hit effect that lasts 4s and isn't consistent.

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Had to remove Golem's Gift

Golem's Gift

+70 Magical Power
+35 Physical Armor
+15 Ability Haste
+75% Mana Regeneration

Stone Skin - When out of combat:

  • Gain 5 stacks of Stone Skin.
  • Gain 5 Physical Armor per stack.

Stoneweaver:

  • When damaged by a Basic Attack: Lose 1 stack. 1s CD.
  • On casting an Ability: Restore 1 stack. 1s CD.

Notes:
This is unrelated, but Magical made me realize how dumb the Stoneweaver passive is adjusted so that it can't be bypassed by dot damage or attack speed but also made it so you can't just drop all you abilities and regain you armor back

smoky venture
# uncut gull I feel like this posts isnt really suggesting anything. Its showing number chang...

The point of these posts for me is to encourage players to talk about the game and also give them more awareness on itemization while giving me a place to speak about my dislikes with current itemization. I'm already seeing this affect the sub-reddit which is preferable to the constant whining it may not achieve much but it allows people to talk about the game in a positive and constructive way instead of the current negativity or toxic positivity that plagues it.

smoky venture
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@restive wren this is my other one on my feelings for corrode atm

restive wren
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I see. It looks ok but it takes away from one of two only anti tank armor items for mages. The other was caustica

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Why not rework it into something like % magical armor shred stacks. Cast an ability to expend all stacks and slowly regain them. You could even use abilities afterwards to proc a small amount of stacks

dry sigil
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sth like bloodletter perhaps

dry sigil
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kwang would cry though

smoky venture
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A Power Magic Armor item with 20% AOE Corrode.

dry sigil
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yeah. so maybe aegis for kwang and another item that stacks shred similar to basilisk

dry sigil
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for shinbi and aurora geared towards dueling

restive wren
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Oh I just realized what i described is basically tainted scepter but it's still a nice rework. Don't like the idea mages have to get close to proc effect with auto

smoky venture
dry sigil
smoky venture
restive wren
smoky venture
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Aegis and Caustica if they are changed

dry sigil
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its just that burst mages dont have anything better

smoky venture
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Caustica is increased Magical Damage based on Bonus Health

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That isn't just Dot Mages

restive wren
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Oh aegis I didn't see it clearly

dry sigil
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bonus health is on cosm

smoky venture
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It also ignores 35% Armor

restive wren
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Is aegis useable for bursty mages?

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It sounds like a support item

smoky venture
dry sigil
restive wren
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Can you forward me to that aegis item

smoky venture
restive wren
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Having hard time looking for it

smoky venture
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Aegis

+45 Magical Power
+30 Magical Armor
+250 Max Health

Ward - For each nearby Enemy Hero:

  • Gain 3 Magical Armor.

Wither - Nearby Enemy Heroes:

  • Have their Magical Armor decreased by 20%.
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It's in this post

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I placed it here

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It's magic citadel essentially

dry sigil
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still where is magic basilisk

smoky venture
dry sigil
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thatd actually be more useful i think

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cuz u see if youre bruiser youre aiming more towards 1v1

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this is for teamfights, so more towards a tank

smoky venture
dry sigil
smoky venture
restive wren
smoky venture
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I also acknowledge the desire for a ranged corrode option

smoky venture
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Needs to be adjusted or it risks having too much

restive wren
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what do you mean higher value?

smoky venture
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It's the reason Crystalline Cuirass no longer gives 90 Magical Armor

dry sigil
restive wren
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ohh i see it now

smoky venture
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The Value of Magic Armor is higher then Physical this is why across the board it has 10 to 15 less armor with their physical counterparts

dry sigil
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then what is fb counterpart?

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id have said flux

smoky venture
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Same with Flux

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As it's a team fight support item primarily wait did they change it to tank I don't remember

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Yeap it's tank now

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Explains the high stats

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The closest thing to Flux Matrix is Citadel and that isn't a 1:1 due to one being a bruiser item meant for damage

dry sigil
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so physical armor has higher demand and is harder to build effectively cuz of all the physical armor shred

smoky venture
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We need a Magic Stonewall for Magic Shred items to be more valuable and encouraged to be added

dry sigil
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isnt that what cuirass is supposed to be

smoky venture
dry sigil
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how is it in any way related to slows

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it gives a speed boost, but from taking magic damage

smoky venture
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Most slow effects are caused by Magic Damage

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It's the reason Spectra was and still is such a huge problem

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There is no real counter to it

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At least it isn't as oppressive as it was on Launch

restive wren
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Oh spectra slows people down? I should put that on belica

dry sigil
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still questionable. how is a stacking speedbuff, from taking magic damage, considered to be targeted at (usually singular) slows that may or may not be caused my magic damage

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an anti slow item id expect sth like slow resistance

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or a speeboost upon being slowed

smoky venture
smoky venture
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Which is dumb

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They need to stop removing stuff

dry sigil
smoky venture
dry sigil
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it is a stacking speed and magic armor buff that stacks from taking magic damage. so its anti magic damage dot

smoky venture
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I would like to see more utility and anti CC items

dry sigil
smoky venture
restive wren
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Jesus

dry sigil
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nah i clapped her

restive wren
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Grux?

smoky venture
smoky venture
# dry sigil wdym

Aurora with Spectra she would be constantly applying a slow while rooting them

dry sigil
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which is easy as long as youre stronger than her

smoky venture
restive wren
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Spectras slow effect is on 10 sec cd

smoky venture
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3s per hit

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Spectra

+40% Attack Speed
+10 Ability Haste

Radiant Strikes - On Basic Attacks:
• Deal 25 Damage On-Hit.
• Reduces the Cooldown of Prisma by 3s.
• Damaging a Hero 3 times with this effect within 3s activates Prisma.

Prisma - 10s CD:
• Deals 20 (+3 per Level) Damage.
• Increases from 1x-3x based on Target's Missing Health.
• Slows by 40% for 0.3s.

restive wren
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As shit i see reduce cd

dry sigil
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yeah but i think it goes like this: activate prisma -> hit 3 times to get the cd down -> hit another 3 times to activate prisma again

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i dont think the 3 strikes you use to reduce prisma cd count towards its activation no?

dry sigil
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oh thats nice

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skylar woohoo

restive wren
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🤮

smoky venture
dry sigil
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but still its only a .3 second slow

restive wren
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Her on hit effectiveness suck tho

smoky venture
smoky venture
dry sigil
smoky venture
dry sigil
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and even then a .3 second root does very little

restive wren
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Sky could use basilisk

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Instant proc

smoky venture
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If you lose half you movement speed you go to a crawl

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And it's enough to disrupt movement

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Due it enough times and you can play keep away

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Not to mention the growing true damage on it

dry sigil
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in the end of the day it still doesnt work

smoky venture
restive wren
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is there any other slowing item on hit like that?

dry sigil
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not on aurora

restive wren
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no 0_o

smoky venture
restive wren
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oh

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plasma

dry sigil
smoky venture
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Rapture was a mistake

dry sigil
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does it

smoky venture
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They removed a perfectly ok item and put a shitty on hit item instead

dry sigil
restive wren
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no he was asking me about crit ap build and i said no but then i remembered plasma cutter

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bonesaw is hella cancer to play against

dry sigil
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nah rapture much better than bonesaw

smoky venture
dry sigil
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well i dont like that bonesaw had physical power

smoky venture
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A lot of items really shouldn't have some stats

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I don't think Fire Blossom should have had Armor I think more health and Health Regen would have been better

dry sigil
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now were talking! lests first rid those carry items of all that physical power and crit. they dont need that.

dry sigil
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unless its raiment

smoky venture
smoky venture
dry sigil
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but natural health regen, you rly gonna wait a minute for what, 500 health?

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go recall and run back

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way faster way more health

smoky venture
dry sigil
smoky venture
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I start healing off the bat and if you have enough of it you can get some decent healing that isn't based on missing health

dry sigil
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so steel has 6.5 health regen lvl 18. say you get like 300% health regen from items? then thats 19.5 hp/second

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20 for convenience

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1.2k hp in a minute

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congrats thats notable

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but still pointless

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either youre low and you recall

smoky venture
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Still better than Raiments

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But I agree

dry sigil
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or you have enough hp for objective and continue

smoky venture
dry sigil
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nobody cares about that paltry regen

smoky venture
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But my point was nat Regen is better then Missing Health

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It has more value so if we had more health Regen items it would be more notable

dry sigil
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you said "its massive for tanks"

smoky venture
smoky venture
dry sigil
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if

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things that follow an if can usually savely be ignored

smoky venture
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Yeah in this context it can and I agree but I would like to see Regen tanks make a comeback thet were killed off since beta release

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I miss having 50HP/s

dry sigil
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i mean you have khai. just need some camps.

smoky venture
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It's getting boring

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Says the guy with 2300 matches as Sevarog

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I'm exaggerating

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I know it's in the 4 digit mark but it's definitely not that high