ThunderDrop Posted April 23, 2015 Report Share Posted April 23, 2015 So I feel like Korhal and Buffer are unnecessarily boring items that are forced onto certain characters depending on your team composition. Both items work exactly the same in terms of mechanics and benefits except that one gives physical resist while the other spell resist. The benefit for your team by including these items is big enough that every team needs to be bringing both of them to every team fight. Here is the problem though... if the benefit of the items makes them an automatic buy than in most cases, both teams will bring both a korhal and buffer to their team fights negating the real bonus that the items bring as you are essentially only evening the battlefield by having them. In essence, when you have team fights, all characters on both sides in the fight are going to be receiving the buffer aura and the korhal aura. Why then have these items at all? On top of the fact that every team is going to get these items therefor the effect of them is negligible, the players who actually buy these items are being penalized. The items provide only mediocre benefits to the player who actually holds them and so the player is being asked to reduce their own effectiveness in order to provide a team benefit that only serves to keep you on equal footing with the other team. In effect, the question is not... "who is going to help out the team?" but rather, "who is going to take a hit for the team?" Together, these two factors make playing a supportive game both boring and unappealing. I'm not saying that the role is unnecessary but that these items make people dislike the support role in AoS. I propose a change... In short... merge Korhal and Buffer and make the aura effect a toggle with a 3 second cd between physical resist and spell resist as well as making the aura unable to stack. This helps us in two ways: First, this would force teams to choose between having superior physical resist or superior spell resist in a team fight and not both. Usually your team will choose based on the enemy team composition but this will mean that at least some skills or characters on the enemy team are not going to be effected by your aura. This forces a state of compromise that the enemy team can potentially exploit. Second, the player who gets roped into getting the support item is now playing an important role in buying the item. This player gets to choose what is going to hurt more in team battles. Additionally, you introduce the potential to toggle the effect mid battle depending on which characters are engaging in the moment. I feel like if you made these changes you would be changing a part of what it means to be in a support role from an obligation to an enjoyable task. Instead of being forced to play a less important role in team fights in order to provide an even battleground you are being asked to take charge of anticipating the needs of the team and ensuring that your team takes the least amount of damage. I'm sure that this was the intention of the items in the first place. Quote Link to comment Share on other sites More sharing options...
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