shojin or blue buff makes a 30 mana unit cast 33% more often that is such an insane amount of damage boost for your main carry (and that is not considering any other stats it gives)
I mean it's just the framing of the question, blue buff and shojin are fairly intuitive and make sense in the current item system, but the question in this case is about design, ranged ap carrys are mostly dependent on mana items and have to be balanced around them
“An example of good here is Blue Buff vs Shojin. You can clearly tell she you’re supposed to build both” should be the quote. Which crazy concept, was about a different design question of “How do you you know when an item should be replaced?” rather than “What item is the most design limiting”
We love channels clipping out of context and providing none! No way spreading misinformation or half-truths as a societal norm is a bad thing! @@BlanekdCheque
So why has BB not been removed or reworked? That's like the first thing I would do. Rework whatever Tear + Tear should be and make Blue Buff an Ornn item (buff it up ofc). Shojin on the other hand I think is fine, it's nowhere near as warping (same for Adaptive which wasn't mentioned).
That doesn't make sense. If you're playing a high mana carry, shojin is basically as essential as bb on a low mana one. And how can BB warp the game for low mana users but shojin doesn't? They literally do the same thing (make casts take two auto attacks.) BB takes 10 mana off. Shojin gives you +5 mana per auto, which is 10 after 2 autos. You're happy with either but usually prefer bb when weighing the other stats.
If tft weren’t such a complex game, the polarity of steraks vs titans (so close in function that numbers determine which to build on the player end) and blue buff vs shojin (where use cases are clear, but design space is constrained) would probably be a cursed design problem (and maybe still is despite the complexity) Point being that different game design problems can have contradictory problem states and fixes
I still miss the old blue buff that can stack and give 20 mana its so much fun i think they should try to just make mana item mana item instead of giving it combat stats i think its far or the range carry to wast one item slot on mana item as melee unite can get cc bust in the first 5 second of the fight and range unite have the safety of range
i think blue buff can work if mana is designed in a way where your champion needs to autoattack a certain amount of times, or take damage, about 12 times in some cases or less for low mana champs. that way building a shojin or something would have nice mana value for low mana charaters without make or breaking them
I saw a comment about how all double stacked items *death blade rabadons etc* should be alot of the one thing. And it kinda is right now... except blue buff. I honestly think what they could attempt is making blue buff a artifact and make it something like this. Because vampiric scepter exists and the giant mace which limits characters... lets have blue buff be a instant cast on a character, its a stronger cast, however you only get that one cast.
@@otrikas thats the point, if its not working change it. they did it with so many items. And i agree with the logic of "Double items should be alot of one stat" and if not just make it a artifact item and it'll be easier to balance. either as the epic cast as i said or as the normal (or old) blue buff/seraphs
@@iwersonsch5131 And all off a sudden Kogmow was never bought again by anyone ever. He has 30 mana and gets range per ult, if he needs to stack the blue buff also how is he going to pop off at all
what if double tear of the goddess didn't give blue buff, but instead gave a utility mana item "on kill, don't take damage for 0.5 sec + (0.5 x range)" it would still be for ranged champs, but now it would allow for 10 mana cost units to exist. and you'd have a unique metric to balance the item around. are melee units using the invuln to well, reduce the base invuln. are ranged hyper carries tooo hyper, reduce the range tile scaling.
but why do we even need units with 10 or 20 mana pool? i feel like the current state of blue buff is fine, decently strong but not to a point that it need to be remove or rework
"Decently strong" gotta be a joke of some kind. It is, despite many attempts to change that, the single most must-have item for its intended users, it's not even funny.
blue buff feels like that because they have to design champs around it. Pretty simple. Next to no item has to be specificly built around. They have to not only make a cader of 30 mana champs but also gives those specific ultimates that would work with blue buff.
The thing is Blue Buff is very visual in how it buffs your character. While watching the fight you always get a little dopamine shot while watching that mana bar
Tbf there is no blue buff champion this set. I KNOW there is teemo and syndra, but i'm sorry, helmet is way better and has been played over blue buff for the whole season on the pro scene. Shojin is good because it feels great, range champions stack mana way slower because they usually don't take dmg, so they need this item to resolve their mana pool problem beeing to big.
i'd say just make it reduce unit's mana cost by 20%. Won't make any difference for low mana units, but for units 50 mana and more this would be a very decent item. Blue buff is probably the worst item in the game for units with 70+ mana.
@@otrikas isn't mort's point that they actually have to balance low mana units around blue buff? Well they wouldn't if it were like this. Besides, blue buff would still give stats and additional effects (probably).
Can we first delete rageblade? The most unbalanced item that has ever been in the game? It's the only exponentially scaling effect that has ever been in TFT, and getting it early is a essentially a guaranteed win streak.
@otrikas yeah in a sense, I just think it's more of an issue with how mana works in general. There's already other items in the game that pretty much make it where a unit can perma cast.
Blue buff shouldn't be a reduce max mana by 10 item and just a gain ten mana per 3 or 5 seconds. Even with a 30 mana champ, you gain 10 mana per auto so two attacks is one cast while shojin is 15 mana per attack or the same 2 attacks. We don't need blue buff reducing max mana.
@bookmarker2891 which is why Mort wants to get rid of it. Because outside of giving it something like mana per certain time, it will just be like other items that already exist. I've never built blue buff because shojin practically does what Blue Buff does at 30 mana and is better at higher max mana.
@@markos50100 If you choose Shojin over BB on a champ with 40 mana or lower (with an argument for 50) you are just trolling, unless you REALLY need that 2nd tear somewhere else
i think spam casters like those should only really be reliant on shojin just as every other mage carry just as how there's no other substitute for guinsoo's on ranged ad carries having shojin be that go to item for ap carries would be pretty nice item design imo
Okay look I’m a noob so this is very confusing to me and I would like someone to explain to me. Like isn’t shojin most of the time better? Like if you have 30 mana either or would make you cast with 2 aa. But if you had more then wouldn’t shojin cause you to cast more spells with less attacks. What do poeple mean when they say it makes poeple cast too much if shojin is better in most cases?
Because BB doesn't let them create champions with 20 or 10 max mana. With Shojin they would still need to attack 2/1 times to cast it (which makes Shojin's mana generation useless) so there's no issue. However with BB, that unit would end up casting after every attack or just not attack in general. And no, BB is much better if a unit has 30mana. It's stats are slightly better and it gives the dmg% buff if the holder kills a unit.
here’s the actual reason: manalock shojin requires you to aa to regen mana, but there are other ways of mana regen in the game that doesn’t require aa like getting hit, the jewel artifact etc. for characters that doesn’t have manalock (meaning they will still regen mana during the skill casting animation eg annie) devs have to make them high mana or else they can theoretically cast after cast without aa if bb is used.
shouldnt they just add a feature, whenever u make an item, u have the choice betweeen 2 items, like blue buff and another item to be the combination of ur 2 tears, i never understood why cannot do that, it would improve game experience, and if it doesnt work, dont do it
the simple fix is shifting away from spam-cast champs, but i'm more likely to hit chal next szn than it is for them to not include an annoying multicaster-esque champ/type
I mean without this item they're gonna be useless so theyll have to buff the numbers making them either ultra broken at deleting single target Which will make them Ultra strong Or ultra weak
mort NEEDS to listen to this random anonymous nobody who probably has zero qualifications, experience or applicable skills that has a hot take on a team that literally iterates nonstop on massive game and has disproportionally huge content
Remember the hell of blue battery and blue buff
Nah that shit was fun as fuck
GP trapped behind 2 dummies Shooting the entire enemy team to death
karma i miss her
Yordle lord veigar with blue buff blue battery all time goat
set 8.5 1-cost lucian 💀
Blue buff wukong has entered the chat
I mean, that's the first item I ever put on him I think, not like it doesn't work 😭 blue buff rivens not too bad either tbh. Obvs not bis tho
shojin or blue buff makes a 30 mana unit cast 33% more often
that is such an insane amount of damage boost for your main carry (and that is not considering any other stats it gives)
Only if the cast time is short
You mean 50% more often...
solution combine red and blue for one purple buff
hollow purple
3 blue buff Darius from set 3 absolutely slapped, it was stupid, and I loved it
we loved blue battery blue buff set 8 xdd
Last video "blue buff and shojin are good items cause you can tell when to use them"
exactly what i said going into this video lol
I mean it's just the framing of the question, blue buff and shojin are fairly intuitive and make sense in the current item system, but the question in this case is about design,
ranged ap carrys are mostly dependent on mana items and have to be balanced around them
“An example of good here is Blue Buff vs Shojin. You can clearly tell she you’re supposed to build both” should be the quote. Which crazy concept, was about a different design question of “How do you you know when an item should be replaced?” rather than “What item is the most design limiting”
We love channels clipping out of context and providing none! No way spreading misinformation or half-truths as a societal norm is a bad thing! @@BlanekdCheque
The question was which item is DESIGN LIMITING. Not which one is good or bad
So why has BB not been removed or reworked? That's like the first thing I would do. Rework whatever Tear + Tear should be and make Blue Buff an Ornn item (buff it up ofc).
Shojin on the other hand I think is fine, it's nowhere near as warping (same for Adaptive which wasn't mentioned).
Because its fun to have characters cast early and more often. Including the nuance and strategy of there being multiple ways of generating mana.
That doesn't make sense. If you're playing a high mana carry, shojin is basically as essential as bb on a low mana one.
And how can BB warp the game for low mana users but shojin doesn't? They literally do the same thing (make casts take two auto attacks.) BB takes 10 mana off. Shojin gives you +5 mana per auto, which is 10 after 2 autos. You're happy with either but usually prefer bb when weighing the other stats.
If tft weren’t such a complex game, the polarity of steraks vs titans (so close in function that numbers determine which to build on the player end) and blue buff vs shojin (where use cases are clear, but design space is constrained) would probably be a cursed design problem (and maybe still is despite the complexity)
Point being that different game design problems can have contradictory problem states and fixes
@@user-pq4dq6bj2u they can just have carries start with more mana. or u can give them 3 tear items
@@sh0ckwavex like he said BB makes it so that you can't have units with 20 or 10 mana Shojin would have no effect on those.
I will never forget Blue buff Sona
I still miss the old blue buff that can stack and give 20 mana its so much fun i think they should try to just make mana item mana item instead of giving it combat stats i think its far or the range carry to wast one item slot on mana item as melee unite can get cc bust in the first 5 second of the fight and range unite have the safety of range
i think blue buff can work if mana is designed in a way where your champion needs to autoattack a certain amount of times, or take damage, about 12 times in some cases or less for low mana champs. that way building a shojin or something would have nice mana value for low mana charaters without make or breaking them
I saw a comment about how all double stacked items *death blade rabadons etc* should be alot of the one thing. And it kinda is right now... except blue buff. I honestly think what they could attempt is making blue buff a artifact and make it something like this. Because vampiric scepter exists and the giant mace which limits characters... lets have blue buff be a instant cast on a character, its a stronger cast, however you only get that one cast.
This shifts the item completely from low mana cost champs. dunno if that's the better take.
@@otrikas thats the point, if its not working change it. they did it with so many items. And i agree with the logic of "Double items should be alot of one stat" and if not just make it a artifact item and it'll be easier to balance. either as the epic cast as i said or as the normal (or old) blue buff/seraphs
why dont u change blue buff -> if champ has over 30 mana reduce mana cost by 10 and if under 30 mana he gains like maybe more ap?
Just make the bb percentage mana instead of fixed amount? Seems like a good solution.
👍
It'll just become the opposite : a must have on high-mana champions
@@KuenchinDofus Blue Buff: Refund 10%/20%/30%/40% mana after the 1st/2nd/3rd/subsequent casts
@@iwersonsch5131ngl that sounds so terribly bad
@@iwersonsch5131 And all off a sudden Kogmow was never bought again by anyone ever. He has 30 mana and gets range per ult, if he needs to stack the blue buff also how is he going to pop off at all
what if double tear of the goddess didn't give blue buff, but instead gave a utility mana item "on kill, don't take damage for 0.5 sec + (0.5 x range)" it would still be for ranged champs, but now it would allow for 10 mana cost units to exist. and you'd have a unique metric to balance the item around. are melee units using the invuln to well, reduce the base invuln. are ranged hyper carries tooo hyper, reduce the range tile scaling.
but why do we even need units with 10 or 20 mana pool? i feel like the current state of blue buff is fine, decently strong but not to a point that it need to be remove or rework
"Decently strong" gotta be a joke of some kind. It is, despite many attempts to change that, the single most must-have item for its intended users, it's not even funny.
blue buff feels like that because they have to design champs around it. Pretty simple. Next to no item has to be specificly built around. They have to not only make a cader of 30 mana champs but also gives those specific ultimates that would work with blue buff.
The thing is Blue Buff is very visual in how it buffs your character. While watching the fight you always get a little dopamine shot while watching that mana bar
Casting 50% more spells is too powerful
i love building BB+BT+jg sylas, does a ton of damage and heals up pretty quick
sounds terrible 😅
@@Nikolow yes thats so bad
I could see BB+BT+CG, but having BT be the only defensive item sounds incredibly weak for a frontliner.
na no way, BT, Adaptive, bramble/dragonclaw
I can imagine that build dying as soon as enemy builds a singular anti heal item though.
Blue buff red buff fire cannon. Cass! Perma spam and heal
Blue buff perma stun brand
Ahhhh
I remember doing triple blue buff on darius in some old set 😂 it was so funny
the only way to make a 20 mana ranged champion is to make it like set 11 qiyana, manalocked for several seconds due to the skill
or like early set 10 kayle
@@2bad2bemad20 sadly a bad example because Riot had to rework Kayle later down the line to a higher manacost since it just didnt work out for her
Mascot Lulu with blue buff LMAO that shit made me get at Masters XDDD
Blue Buff: Refund 10%/20%/30%/40% mana after the 1st/2nd/3rd/subsequent casts
double adaptives work too
Tbf there is no blue buff champion this set. I KNOW there is teemo and syndra, but i'm sorry, helmet is way better and has been played over blue buff for the whole season on the pro scene. Shojin is good because it feels great, range champions stack mana way slower because they usually don't take dmg, so they need this item to resolve their mana pool problem beeing to big.
Honestly, i usually skip BB when playing Lillia and put juicer items on her instead, JG, Archangel and nashors slaps
I like knowing that devs might not like something but knowing that players like it they won’t delete it
i'd say just make it reduce unit's mana cost by 20%. Won't make any difference for low mana units, but for units 50 mana and more this would be a very decent item. Blue buff is probably the worst item in the game for units with 70+ mana.
Which is fine since its not made for them. Shojin is already for those. It's perfectly fine
The only thing you did was make blue buff the oposite. Useless for low mana and must have for high mana.
@@otrikas isn't mort's point that they actually have to balance low mana units around blue buff? Well they wouldn't if it were like this. Besides, blue buff would still give stats and additional effects (probably).
"The way mana generation works now" hmmm 😮
Frontline generate mana mainly from taking damage, so they don't need blue that much
New blue buff: get 30%-50% more mana from all sources
Or maybe they are supposed to be like that but you get addicted to the blue buff regen.
Blue buff is one of the best items created
Blue buff blue battery set 7 ezreal? anyone?
Darius, wukong, qiyana 💀
dude.. all items are limited..
Can we first delete rageblade? The most unbalanced item that has ever been in the game? It's the only exponentially scaling effect that has ever been in TFT, and getting it early is a essentially a guaranteed win streak.
Remember blue buff Ksante
Maybe manageneration should be reworked internally
mana sona go brrrrrr
i'm definitely alone on this one, but i think mana gain items should be either deleted or be only good for champions with high total mana
yep u are def alone on that 1
yep alone if you remove mana generating items they will rework almost half of the units mana cost
Nah shojin is a perfectly fine item lol.
I miss Dawnbringer karma
I was the one that submitted this question! I figured BB would be the answer, but nice to hear the thought process!
I feel like his answer was a bit polarized but it's fine. Past seasons have proved his respone wrong. This set is just wacky
@@ttommiecole329cooper6 I think last seasons proofed his point even stronger no? We do not even have such crazy BB abuser.
@otrikas yeah in a sense, I just think it's more of an issue with how mana works in general. There's already other items in the game that pretty much make it where a unit can perma cast.
I mean blue wukong exist so....
hello stagnation and lack of ideas my old friend.
Blue buff shouldn't be a reduce max mana by 10 item and just a gain ten mana per 3 or 5 seconds. Even with a 30 mana champ, you gain 10 mana per auto so two attacks is one cast while shojin is 15 mana per attack or the same 2 attacks. We don't need blue buff reducing max mana.
woah bro just invented adaptive helm
@bookmarker2891 which is why Mort wants to get rid of it. Because outside of giving it something like mana per certain time, it will just be like other items that already exist.
I've never built blue buff because shojin practically does what Blue Buff does at 30 mana and is better at higher max mana.
@@markos50100BB gives more damage qnd synergies better with other mana sources though.
@@markos50100blue buff is strictly better on 30 mana ap carries (Kindred, Syndra)
@@markos50100 If you choose Shojin over BB on a champ with 40 mana or lower (with an argument for 50) you are just trolling, unless you REALLY need that 2nd tear somewhere else
i think spam casters like those should only really be reliant on shojin just as every other mage carry
just as how there's no other substitute for guinsoo's on ranged ad carries
having shojin be that go to item for ap carries would be pretty nice item design imo
cause he cant earn money with like skins
Okay look I’m a noob so this is very confusing to me and I would like someone to explain to me. Like isn’t shojin most of the time better? Like if you have 30 mana either or would make you cast with 2 aa. But if you had more then wouldn’t shojin cause you to cast more spells with less attacks. What do poeple mean when they say it makes poeple cast too much if shojin is better in most cases?
Because BB doesn't let them create champions with 20 or 10 max mana.
With Shojin they would still need to attack 2/1 times to cast it (which makes Shojin's mana generation useless) so there's no issue. However with BB, that unit would end up casting after every attack or just not attack in general.
And no, BB is much better if a unit has 30mana. It's stats are slightly better and it gives the dmg% buff if the holder kills a unit.
Blue buff also tends to be better with mana generation effects like invoker for example on 4 invoker lillia blue buff is preferred.
here’s the actual reason: manalock
shojin requires you to aa to regen mana, but there are other ways of mana regen in the game that doesn’t require aa like getting hit, the jewel artifact etc. for characters that doesn’t have manalock (meaning they will still regen mana during the skill casting animation eg annie) devs have to make them high mana or else they can theoretically cast after cast without aa if bb is used.
Blue Buff does more than just the Mana, so in any case where they are at least somewhat equal on the Mana front, BB ends up significantly stronger.
Thank for explaining everyone
shouldnt they just add a feature, whenever u make an item, u have the choice betweeen 2 items, like blue buff and another item to be the combination of ur 2 tears, i never understood why cannot do that, it would improve game experience, and if it doesnt work, dont do it
how about fix targeting
the simple fix is shifting away from spam-cast champs, but i'm more likely to hit chal next szn than it is for them to not include an annoying multicaster-esque champ/type
Skill issue
That's why BB is a design-limiting item.
This is literally the issue. That the entire champion design has to shift to accommodate the item.
yeah the simple fix is to make veery champ the exact same so every item is equally good
I mean without this item they're gonna be useless so theyll have to buff the numbers making them either ultra broken at deleting single target
Which will make them
Ultra strong
Or ultra weak
lol, Jesus Christ. This team is so bad
Youd say the exact same thing if they removed blue buff lol
mort NEEDS to listen to this random anonymous nobody who probably has zero qualifications, experience or applicable skills that has a hot take on a team that literally iterates nonstop on massive game and has disproportionally huge content
no u