Something to think about:
The S3 versions of Manamune and Archangel's Staff "evolve" into new items once you've obtained the maximum of 750 bonus mana, gaining some pretty cool new functionality. However, it's unlikely that you'll be able to hit that cap on Dominion. Is it worth having a lower cap for Dominion?
With Singed I was able to get a Seraph Embrace and ~200+ bonus mana on a second tear in 17 minutes.
This still concerns me though. Assuming a Dominion game lasts 20 minutes on average, it's not much time to really make good use of the active effects. I'm also assuming you've been spamming spells out-of-combat... that's never really been a piece of gameplay I'm fond of.
In addition, while Tear stays at +4 per cast, new Archangel goes +5 per cast so after Arch, another thing that will make it charge faster.
On the other hand, Manamune is changed to get +4 regardless whether it's basic attack or a cast/spending mana. IIRC the old can charge +5 max every 3 seconds if you keep up both casting spells and auto-attacking. On the other hand, auto-attacking makes it charge faster in the new one.
@SuperExplosion: Reading the descriptions, it seems that Seraph's Embrace has a fixed "+1000 Mana". Meaning, if it transforms at 300 bonus mana, you end up still end up with the max 1000 Mana (250 base + 750 bonus). It has to be changed to inheriting from AA for that to happen.
To be honest, I am more afraid of these items more than ever now (given who their current users are).
This is primarily why I'm reticent to make the change.
I don't want Kassadin to get even more nuts with an activatable shield. I'm not too worried about Manamune though, as it's much better on RADC than bruisers and melee.
I think the issue is, if you do get these items, the nature of mana and mana-regen on Dominion/TT make them quite a bit stronger. You're going to get mana back much more rapidly, negating much of the cost of their abilities, and letting those abilities be stronger when used.
Also, right now Tear and its descendants are bugged, at least on PBE, and you can charge them multiple times within 2 seconds, which is a concern...
Submitting a PBE report about it, but Nome, if you see it, pass it through as well >.>
Tear uses an internal charge system that banks up to 3 charges at once to help out burst casters. It's been this way for a while!
I've had some inconclusive results testing this in bot games (generally end up with around 600/750 bonus mana in a 16 minute game). Ideally, I'd like for players to be able to hit the threshold around 10-12 minutes (if they start Tear) so that there's ample time to make use of the cool upgrades. I'm going to leave it as-is for 1.72, and highly encourage you guys to buy the Tear upgrades to see how often you're able to hit the cap under more realistic conditions.
Alright, current plan is to keep the SR versions of these items for 1.72.
Pending live testing, we'll be good to do a Dominion-specific version of these items (and Rod of Ages) for 1.73 if necessary.
I actually see plenty of Rod of Ages built on Dominion as is. The issue is that it has to be rushed, basically.
Yeah, that's really my only issue with it. I don't anticipate increasing the charge speed by too much. Probably from 10 minutes to 7 minutes or something like that.
Quote:
Originally Posted by Redenbacher
In the event we're unable to hit that cap with the majority of changes, and a new cap is needed for Dominion, will a new item be created that is a mimic of these with a new name? Or will it be the same item/name with a lower cap?
Just piqued my curiosity, really. I don't suspect changing the cap for Dominion, but keeping all else about the item the same, will really hinder the burden of knowledge on players swapping between modes.
Same item, lower-cap is what'll likely happen. It'll just be named Manamune (Crystal Scar) and whatnot.
[Featured Discussion] The S3 versions of Manamune and Archangel's Staff
The S3 versions of Manamune and Archangel's Staff "evolve" into new items once you've obtained the maximum of 750 bonus mana, gaining some pretty cool new functionality. However, it's unlikely that you'll be able to hit that cap on Dominion. Is it worth having a lower cap for Dominion?
On the other hand, Manamune is changed to get +4 regardless whether it's basic attack or a cast/spending mana. IIRC the old can charge +5 max every 3 seconds if you keep up both casting spells and auto-attacking. On the other hand, auto-attacking makes it charge faster in the new one.
@SuperExplosion: Reading the descriptions, it seems that Seraph's Embrace has a fixed "+1000 Mana". Meaning, if it transforms at 300 bonus mana, you end up still end up with the max 1000 Mana (250 base + 750 bonus). It has to be changed to inheriting from AA for that to happen.
To be honest, I am more afraid of these items more than ever now (given who their current users are).
I don't want Kassadin to get even more nuts with an activatable shield. I'm not too worried about Manamune though, as it's much better on RADC than bruisers and melee.
Also, right now Tear and its descendants are bugged, at least on PBE, and you can charge them multiple times within 2 seconds, which is a concern...
Submitting a PBE report about it, but Nome, if you see it, pass it through as well >.>
Pending live testing, we'll be good to do a Dominion-specific version of these items (and Rod of Ages) for 1.73 if necessary.
Just piqued my curiosity, really. I don't suspect changing the cap for Dominion, but keeping all else about the item the same, will really hinder the burden of knowledge on players swapping between modes.