User blog comment:Willbachbakal/(Item Concept) Fixing Mana/@comment-3974211-20151208054314/@comment-1330314-20151208201553

I think is meant to answer the issue of health stacking, whereas health regeneration wouldn't work especially well against burst -- something most mages can do innately. AP casters are innately disadvantaged against both those forms of defense (though combat even now doesn't descend into protracted health vs mana sustain wars), so perhaps a change like that would allow mages to have more or better options against them. AD casters, on the other hand, can innately deal good constant damage via their basic attacks, and so should be less dependent on mana to deal damage by nature.

While your items do work with the above framework, the core question is: do they truly empower mana champions? Sure, those items grant mana, but that's always going to have an impact on mana champions' innate gating: if a champion feels like they need to buy that item, then they likely need their mana costs innately reduced to feel satisfying on their own, and if a champion purchases this while possessing self-sufficient mana gating, then mana as a resource loses significance for them. These items would provide better mana usability for champions, but one of the points I want to make in this post is that resource usability should always be at its best innately on every champion. The other issue is that these items merely cater to mana champions by reducing or removing the weaknesses inherent to mana, i.e. inevitably running OOM after a certain period of time and being forced to go back to base. If there is an alternate path to take for mana, it should likely preserve those weaknesses, but instead reward mana champions for having so much patience early game and reward them with unique power only they can access late-game, like a crazy strong item nuke or ultra-powerful self-healing that uses up the mana they feel more comfortable with spending.