Talk:Zed/@comment-5557556-20150423095708/@comment-6281696-20150426082428

No, my notion of mathematics is perfectly fine, you however fail to understand that the fact that although technicly the armor comes from multiple sources you're effectivly ignoring the entire thornmail. Let me put it in a different way, armor is worth about 20G per point, you're ignoring a 110 of it, that's 2200G worth of armor, o look it's more than the cost of a freaking thornmail.... If we pretended for a moment you didn't have your armor penetration and I didn't have my thornmail we'd be pretty much the exact same situation as when we both have those things. Do you get now why you're effectivly ignoring the entire defensive component of the thornmail (and some more)?

Could be, you can use examples with pro's and have a valid point, I was just wondering why they get dragged into literally everything in e-sports. Also, did I actually make a positive claim using them as an example? Because that seems unlikely.

The reason it "works" is because you have no choice and the current situation is what you have to make due with. That doesn't mean the game is actually balanced. And as long as e-sports insist on balancing around making the pro's "interesting" to watch, as opposed to just making a good game, they will always remain a mess.

Except that 500 armor Malphites are something you see like once in a blue moon. Thanks to mixed damage, builds with 300+ armor/MR are rarely viable. And if you are in a match where an opponent can viable build that then really you deserve to lose because you're using a god awefull team composition.

And yes, in principle I'm fine with the concept of armor penetration, however anything that steals/negates/ignores such a big chunk of your opponents stats is not good. If you want it to really work start by toning it down a bit, have it scale non lineairly, give a counter mechanic to it, give it an actual downside offensivly, protect squishies from losing what little defense they have, make it only start to be effective against high (as in 200+) armor. Currently none f these balancing methods are present, start adding them and maybe you'l see actual tanks instead of just the occasional sturdier damage dealer..