League of Legends Community

League of Legends Community (http://forums.na.leagueoflegends.com/board/index.php)
-   Item Discussion (http://forums.na.leagueoflegends.com/board/forumdisplay.php?f=5)
-   -   Missing Basic Items (http://forums.na.leagueoflegends.com/board/showthread.php?t=3042579)

The Lord Impaler 01-24-2013 11:28 PM

Missing Basic Items
 
We have basic items for most modifiers in the game, Chain and cloth for Armor, Longsword for Attack Damage, Tomb for Ability Power. But several effects have no basic item, for example Magic Penetration, Armor Penetration, Cool-down Reduction and probably a few more I've missed. Shouldn't such items exist to give consistency and to make the recipes for these items more interesting. For example Sorcerer's Shoes would be built out of boots and the basic Magic Pen item much the way Berserker Greaves are built from Dagger and boots.

Thubgar 01-25-2013 05:34 AM

they do that to make those stats more of a commitment.

Quadradactyl 01-25-2013 06:56 AM

For magic pen we sort of have that in haunting guise, it is a little pricier but not by much, considering it is 1485 vs 400. So it is a Tier 2 item that gives the specific stat.

Dark Kuno 01-25-2013 10:35 AM

Quote:

Originally Posted by VyletRaccoon (Hozzászólás 33880364)
For magic pen we sort of have that in haunting guise, it is a little pricier but not by much, considering it is 1485 vs 400. So it is a Tier 2 item that gives the specific stat.


You're missing the point.

He's saying that there are no Tier1 items that offer stats like CDR, Armor Pen, Spell pen, etc.

That said, adding the secondary stats to Tier1 is not a good idea from a balance standpoint.

The reason for that is that various champs scale extremely well based on those "secondary" stats. Putting those stats (especially penetrations) on t1 items means that between runes and masteries, a champ can have an inordinately higher damage output/performance at level1.

Say they add a T1 item that grants 5 Armor pen. With Armor Pen reds and Quints, and Masteries that equates to 24 Armor pen + 8% ignore. That is more armor that many champs have at Level1 BEFORE factoring in the 8%. That means an ad champ will be dealing true damage at level 1 and until their opponents level high enough for their base armor per level catches them up to the point where they are finally at a positive armor value (though it may take some several levels to even get beyond single digits).

Something like that would force champs to build armor before anything else just to actually have an armor value when up against the ad with the new armor pen tier 1.

And this is within the 1st 5 minutes or more of the game. Imagine this on an AD caster like Zed or Urgot

That's a bit to unbalanced for a t1 item.

Spell pen could run into a similar situation. While it wouldn't cause as much of a devastating affect as armor pen (just because of the difference between auto attacking and spells). However spammy AP champs with really short cooldowns can also become unbalanced at really early levels by being able to itemize into spell pen at level1.

Say they add a T1 item that grants 5 Spell pen
Imagine LeBlanc or any other snowballing bursty AP assassins being able to start level 1 with 24.5 Magic pen. Most AP's played in the mid start with 30 MR and have no scaling MR per level. Dropping your lane opponent to 5 MR is pretty powerful. And as it is Fiddle can get his opponent to negative MR just by standing near them with runes alone.

That is entirely too powerful to allow these stats on t1 items.

And a similar argument can be made for CDR.

Kholdstare13 01-25-2013 11:31 AM

Certain stats don't belong on a tier 1 item. That's why they removed lifesteal from that list too.


All times are GMT -8. The time now is 05:19 AM.


(c) 2008 Riot Games Inc