@Xypherous: How to fix Warmog's without nerfing the regen to 1% because of laning...

First Riot Post
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enfabled mage

Senior Member

02-25-2013

good idea


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Yuffy Kisaragi

Senior Member

02-25-2013

Totally agree with the OP's idea for a solution. But I don't like the specific numbers he suggested as they would mean you don't get the whole mogs until Level 18. Imo, that's a pretty huge nerf to the item. I'd rather see some sort of leviathan type rework, except with the stacks not being lost on death. Like maybe:

700 HP
User regenerates 1.5% of their max health each second
Unique Passive: Gains +20 Health on kill or assist Max 20 stacks.

Cost is now 2970


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TeaKettleTempest

Senior Member

02-25-2013

This idea works better than Riot's idea. I give thee my support


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Danage

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Senior Member

02-26-2013

bump


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EmbraceProgress

Senior Member

02-26-2013

Bumping for justice


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Padrin

Senior Member

02-26-2013

This is perfect! :O


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Danage

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Senior Member

02-26-2013

thanks for your support


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Danage

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Senior Member

02-26-2013

bump


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Xypherous

Systems Designer

02-26-2013
1 of 17 Riot Posts

This particular idea reduces down to:

Punish players for finishing an item early - by making it so that the earlier you finish the item, the weaker this is and the more gold-inefficient it is.

To be perfectly fair, it is a path that works on certain statistics, particularly late-game statistics like % penetration - in which the disincentive is to gently guide people into realizing when the item is truly good.

However, this is a case where you are taking an item that is already not cost-efficient for raw health - punishing players that finish it early by making it even less cost-efficient thereby merely making anyone who finishes Warmog's armor before the health-break even point into an ineffective build. The problem is compounded by that fact that it is Health that you are gating so the most desirable early game statistic is not available by finishing the item - thus what is most likely going to happen is that players will merely stack Giant's Belts to get around your attempted fix.

While this will nerf the item, most definitely - it does so merely by making it a foolish option to upgrade the item until the numbers pan out. Did you buy Warmogs before level 15 to 18? Congratulations, you made a mistake. You should have bought another Giant's Belt because you have tricked players into buying an item with negative gold efficiency until you deem it to be "correct."

Players should be rewarded for finishing items that they want to buy - That is intrinsically the point of items - This change effectively "solves" rushed Warmogs by giving rushed Warmogs negative reward - punishing players who are doing well rather than solve the gameplay that a rushed Warmogs presents. Don't get me wrong, this tactic is certainly valid in some games - if you want to be really heavy handed about it - but at a certain point, you should just say "Warmog's Armor - Level Requirement: 15" and be done with it. It's a much cleaner way of accomplishing what you want innately. It's no real surprise that most RPGs do use the idea of level restrictions for this very purpose.

However, level restricting an item doesn't really fit into what we want for itemization.


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SaltyKracka

Senior Member

02-26-2013

Holy ****. Xyph with the design burn!