What items would you guys like to see? (With Rules)

First Riot Post
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BayBeastStephen

Senior Member

12-19-2010

Problem: Lack of solid Magic Pen items and Haunting Guises lackluster late game.

Wand of the Abyss
Haunting Guise + Needlessly Large Rod + 500g = 3585g

Stats:
105 AP, 300 HP
Unique Passive: 30 Magic Penetration, Lowers Magic resist of nearby champions by 10
Unique Active: Deals 100 Magic Damage to select target, then lowers targets magic resist by 20.

Explanation:
Brutalizer was given Youmuu's and it only seems fair that Haunting Guise gets its much needed buff. It is a decent early game item at best, and really falls off towards late game. It really needs something to build into. I say needlessly large rod because it only has one item to build into and it would be nice to have some other high end ability power items. Haunting Guise can be combined with Fiendish Codex for a strong CDR item for casters, or with Hextexch Revolover for a legitimate Spell Vamp item. There are a lot of possibilities for Haunting Guise, it just needs something to be built into.


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Arrlaari

Senior Member

12-19-2010

Quote:
Originally Posted by Shaella View Post
Problem: Spell vamp/survival does not exist, and caster DPS are begging for an item like this, especially casters that focus on spamming spells, Ryze and Cassiopeia come to mind immediately

Lachesis' Rule
Hextech Revolver + Chainmail + 700 G

60 Armor
60 Ap
15% Spell Vamp
Unique Passive: On spell cast, gain 5% spell vamp. Lasts 5 seconds. Stacks up to 5 times.

Explanation: The mages that desperately need survival like this are close in, high spell casting mages like Ryze and Cassiopeia, higher spell vamp numbers are needed to make it relevant, while the armor protects them from being melted by traditional DPS, while leaving them vulnerable to the burst and disables that should effectively kill them. (Tweaked numbers a bit to make this item more appealing for spellspammers)
AP/Armor would be very strong on Malphite, Rammus. That said, casters really need an armor item that isn't glacial shield -> frozen heart, as well as something to build hextech revolver into that isn't hybrid or aura. Would buy this, or any ap/armor/vamp item, on Kassadin.


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unentschieden

Senior Member

12-19-2010

Problem: Poor high MR Itemisation for Tanks.
Usually Tanks have two choices to defend against Magic Damage: Banshees veil and Force of Nature. Other magic resist items are less attractive since they "waste" goldvalue on other attributes (like Damage on Hexdrinker). Banshees pretty much also falls into this category now since the latest nerf makes you gain less MR/HP or pay more for the (for Tanks not as interesting/possibly counterproductive) unique passive.
Force of Nature is thus the ONLY high MR choice. Unfortunately it has some quirky components: HP regen is a bad stat in practice by the time you get the item - at that point itīs safer to return to the platform and walk back with full HP wich takes less time and is less risky than staying on the field with low HP. The movementspeed is nice but not exactly an important stat for Tanks.
This ultimately results in some Tanks bluntly stacking Negatron Cloaks for Magic Resistance!

Voidconverter
Null-Magic-Mantle (400) + Negarton Cloak (740) + Ruby Crystal (475) + 1000G = 2615

80 MR
200 HP
Unique Passive: Holder converts 1% Magic Damage into CC reduction (4 second duration per individual hit, stacks multiplicativly).

This item has the most MR on a single slot now however itīs not especially cost efficient for itīs stats alone. The CC reduction is supposed to let the Tank walk in take damage and be unstoppable when he walks back out. Since it needs Magic damage to "charge" it wonīt do anything to the inital stun (ganks) or much against physical carrys (which have intentionally poor CC on their own). It will hovewer let Tanks "go where they please" in an AOE nukefest.
The weird stacking is supposed to lessen the "griefing" potentional of applying Damage to an enemy that an ally wants to CC. This is definetly an area that could need some tuning.


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Tyraethan

Senior Member

12-19-2010

Problem: Casters have little to no way to counter high health, high magic resist targets. As well as very few choices for spell vamp.

Leeching Wand
8% Spell Vamp
450g



Treacherous Staff
Leeching Wand + Amplifying Tome + 325g = 1210g

+25 Ability Power
10% Spell Vamp
UNIQUE PASSIVE: 20% chance when an ability hits an enemy minion, caster gains 75 mana.



Demonic Persuader
Treacherous Staff + Blasting Wand + Fiendish Codex + 685g = 4000g

100 Ability Power
10 Mana Regeneration per 5 seconds
15% Spell Vamp
UNIQUE PASSIVE: Reduces Ability Cooldowns by 15%
UNIQUE PASSIVE: 20% chance when an ability hits an enemy minion, caster gains 100 mana.
UNIQUE ACTIVE: For 5 seconds, your abilities deal additional physical damage equal to 2%-10% of the targets maximum health. (extra damage dependent on base cooldown of ability) 45 Second Cooldown



Leeching Wand: There are no pure spell vamp items. This would be the equivalent of the Vampiric Scepter for life steal.

Treacherous Staff: This would be build from a Leeching Wand for slightly increased spell vamp. The unique passive would be beneficial to all spell casters with a proc from hitting a minion with an ability. Loosely a caster equivalent to Madred's Razor.

Demonic Persuader: This would be the caster equivalent for Madred's Bloodrazor. It has 5 extra ability power than what it is built from and increased spell vamp with slightly increased mana regeneration. It also has a unique passive for cooldown reduction and the mana regeneration passive from the Treacherous Staff. It deals extra damage as physical damage to counter magic resist and is a percent of maximum health as a counter for high heath targets. This is a unique active so that it will only last for a single spell rotation (it would be too powerful if persistent like Madred's Bloodrazor). The actual percent of bonus damage that it deals will also scale with the cooldown of the ability used, longer cooldowns will be a higher percent bonus damage. Cooldown reduction will not affect this bonus damage, it is dependent on the base cooldown. Not sure of the exact way it should scale, but something along the lines of 2% for 1.5 second or less ability cooldown to 10% for 60 second or more cooldown.


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Tyraethan

Senior Member

12-19-2010

Quote:
Originally Posted by unentschieden View Post
Voidconverter
Null-Magic-Mantle (400) + Negarton Cloak (740) + Ruby Crystal (475) + 1000G = 2615

80 MR
200 HP
Unique Passive: Holder converts 1% Magic Damage into CC reduction (4 second duration per individual hit, stacks multiplicativly).
Problem with another high MR item is that casters already have few ways to effectively counter the MR already in game.


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unentschieden

Senior Member

12-19-2010

Quote:
Originally Posted by Tyraethan View Post
Problem with another high MR item is that casters already have few ways to effectively counter the MR already in game.
That is a seperate issue. The solution shouldnīt be "MR item selection is by intention bad". Itīs fine if MR is more expensive but it shouldnīt be indirectly expensive by being on "bad" items. There should at least be an alternative to Negatrons.


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Craki

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Member

12-19-2010

Problem : There isn't a good solution for boots in the end game, where if the match goes on for more than 40-50min. boots are the cheapest item u have by far.
Solution :

Quote:
Here is my suggestion for giving boots more interesting approach in witch they play more meaningfull role in the game and generaly making them more interesting as an items. Every boot-recepie in the game is gonna have 2 levels and u attain 2nd level of the item by simply buying the recepie twice. Here are my versions of all boots in the game:
Berserker's Greaves: (old) -> Boots(350g) + Dagger(420g) + Recepie(150g) = 2lvl speed / +25%AS (920g)
(new) -> Boots(350g) + Dagger(420g) + Recepie(300g) = 2lvl speed / +30%AS (1070g) + Recepie(300g) = 2lvl speed / +35%AS / +15 armor pen. (1370g)

Sorcerer's Shoes: (old) -> Boots(350g) + Recepie(750g) = 2lvl speed / +20 magic pen. (1100g)
(new) -> Boots(350g) + Recepie(700g) = 2lvl speed / +20 magic pen. (1050g) + Recepie(700g) = 2lvl speed / +20 magic pen. / + 15% cooldown reduction (1750g)

Ninja Tabi: (old) -> Boots(350g) + Cloth armor(300g) + Recepie(200g) = 2lvl speed / 30 Armor / 12% dodge (850g)
(new) -> Boots(350g) + Cloth armor(300g) + Recepie(300g) = 2lvl speed / 40 Armor (950g) + Recepie(300g) = 2lvl speed / 40 Armor / 15% dodge (1250g)

Mercury's Treads: (old) -> Boots(350g) + Null-Magic Mantle(400g) + Recepie(450g) = 2lvl speed / 35 Magic resist / Reduces the duration of stuns, slows, taunts, fears, snares, sleeps, and immobilizes by 35% (1200g)
(new) -> Boots(350g) + Null-Magic Mantle(400g) + Recepie(400g) = 2lvl speed / 35 Magic resist (1150g) + Recepie(400g) = 2lvl speed / 35 Magic resist / Reduces the duration of stuns, slows, taunts, fears, snares, sleeps, and immobilizes by 35% (1550g)

Boots of Swiftness: (old) -> Boots(350g) + Recepie(650g) = 3lvl speed (1000g)
(new) -> Boots(350g) + Recepie(600g) = 3lvl speed (950g) + Recepie(600g) = 3lvl speed / The champion has inceased movement speed until he is struck by an enemy champion or turret. After 3 seconds without being hit, the effect of these boots is increased to Enhanced Movement 5. (1550g)


This is what i think will make all boot items more engaging ( you have only one stat + the speed at 1lvl and get the second stat at 2lvl) and removes one item from the game (Boots of Mobility). I think this gives to some of those mandatory items in the game some really needed stats that are really hard to find in other items (mainly CD, dodge, CC reduction and armor pen.). Also i feel like with the new wave of items the game is getting too flooded with items and getting rid of one is good for me. All stats and prices are not final so don't QQ on that, it's the idea that counts.


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Waldgeist

Senior Member

12-19-2010

There are way too many items already. Your designers follow Blizzard on so many points where it's unwise to follow them, yet Bliizard's experience with the number of available choices at any one moment players can be comfortable with -- which makes them constrain the number of buildable units in their RTSs, for example -- are ignored. There's a psychological sweet spot to be discovered here, and once your lists use scrollbars, you've probably exceeded it.


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ViolentlyCar

Senior Member

12-19-2010

Problem: Caster + CDR itemization is poor, with the current options rather undesirable on a lot of characters (for example, getting close enough to use DFG with Lux is very dangerous, as its range is even shorter than her autoattack).

Shuriman Hourglass - Needlessly Long Rod + Amplifying Tome + 750g (2785g)

+100 AP
UNIQUE Passive: +15% CDR
(1) UNIQUE Active: Something involving rewinding cooldowns.

The reason I don't give anything specific here is because a cooldown rewind is potentially very dangerous. The effect would almost certainly have to be percentage-based, as characters with already low cooldowns could better use the item than characters with high ones. Furthermore, certain characters, like Zilean or Ryze, would be disproportionately good with such an active. If there really is no way to get around this problem, I have another idea:

(2) UNIQUE Active: Remove all slows.

The item is an hourglass, so I want to stick to the motif of time. While I don't like powerful defensive effects on items that are clearly offensively oriented (looking at you, Zhonya's), I don't think this one is too egregious, and has its uses. A pure cleanse would very obviously be broken and would step all over the toes of Quicksilver Sash, so that's not an option. It doesn't really relate that much to the original problem (caster CDR itemization), but items can be multipurposed. The item would probably be a little cheaper to buy with this active.

The way that this items solves the problem is pretty obvious - it's a high tier item with CDR that a caster would want to buy.

I was considering making this item NLR + Fiendish Codex, but a lot of casters who don't use mana would be hesistant to waste the gold on mana regen that they don't need.

By the way, don't you think mana regen on items is really overpriced, especially considering how ridiculously cheap (opportunity cost-wise) it is to get it through runes and masteries?


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littleOschi

Senior Member

12-19-2010

1. problem: very few MR tank items,
no tank upgrade to Tear of the Godess
many tanks have mana problems in the midgame
most tanks can't utilize the mana from Frozen Heart

champs: Alistar, Blitzcrank, Amumu, Singed, Rammus

2. Crown of the Moon
Tear of the Godess (995) + Negatron Cloak (740) + Ruby Crystal (475) + 350 = 2560 G

55 MR
200 HP
350 Mana
7 Manareg/5s
Unique Passive:
7.5% of your maximum Mana is converted into HP
Each time you get hit by an enemy spell you gain eight maximum mana (3 s cooldown) Each time you use an ability, you gain four maximum mana (3 s cooldown)
Bonus caps at 1000.

3. problems solved: now tanks got another MR item

Tear of Godess, would allow many tanks to spend their mana more freely without worring about their team fight abilities (for example Rammus, he can't use his ultimate to farm, because his taunt cost so much mana and is so important)

Frozen heart is an dead end item for tanks, because it spends so much money on mana and the most tanks don't have any money to waste, with my suggested item tanks could use this mana to be a bit tankier