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

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Cailen

Member

05-13-2011

http://www.leagueoflegends.com/board/showthread.php?p=8837915#post8837915


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HayApples

Senior Member

05-13-2011

Problem: Itemization dramatically favors offense, reducing the effectiveness of defensive-minded support characters. This is especially prevalent in the late game when the cumulative effects of attack speed, critical damage, piercing, and damage massively overwhelm even the best support/defensive/healing efforts.

This is coupled with the item store, which is short on items which are truly tailored for support characters. This leads to a scenario where there is little item diversity in support characters. Or else support characters have to "borrow" from items which are better tailored for mages or tanks.

Suggseted Solution: New late game items/mechanics tailored specifically to augment support characters. Suggested audience for these items would be healing support characters including Kayle, Sona, Taric, Sorka, Karma, and to a lesser extent non-healing support like Shen, Lux, Morgana, and Zilean.



Item: Crystalline Rose
Kage's Lucky Pick + Glacial Shroud + 300G

+45 Ability Power, +450 Mana +45 Armor UNIQUE Passive: Reduces ability cooldowns by 15% and increases healing and regeneration effects on allies (NOT yourself) by 15%.

Comment: A mid to late game item tailored specifically for the support healer archetype. The main purpose being to provide this character type an additional way to augment their healing prowess in the late game. The unique passive is specifically tailored so that it cannot be abused by characters with a self-only heal.



Item: Bucket of Apples
Chalice of Harmony + Ruby Crystal + Mana Crystal + 650G

+250 Health +250 Mana +30 Magic Resistance +7.5 Mana Regen per 5 sec UNIQUE Passive: Increases your Mana Regen by 1% per 1% Mana you are missing. UNIQUE Active: Summons a protective barrier on yourself and nearby allies for 8 seconds which absorbs the next 150 incoming damage on the champion. 1 minute cooldown.


Comment: An item tailored for late game team fights and/or countering AOE damage spells. The 150 value could be adjusted up or down depending on how dramatic an effect it has. The idea being you could mitigate one salvo from an area ability or provide an additional support buffer to teammates.




Item: Chameleon Cloak
Null-Magic Mantle + Fiendish Codex + [Elixir of Agility/Brilliance/Fortitude] + 600G

+24 Magic Resistance +40 Ability Power +7 Mana Regeneration per 5 UNIQUE Passive: Reduces ability cooldowns by 10%. Unique Aura: Depending on the elixir chosen for the recipe, provides an aura of 15% attack speed and 8% critical chance (Agility) OR 35 ability points and 10% cooldown reduction (Brilliance) OR 10 Armor, 10 Magic Resist, 10 Damage (Fortitude)

Comment: An item with some flexibility that can be tailored depending on your situation in the late game. You can collect the component parts, and then decide which elixir translates into the best aura for your team.


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AhrimanHJ

Senior Member

05-13-2011

Problem: You are playing a caster. You push all your buttons and land all your spells. They are on cd. Teammate dies. Teammate rages at you.
Later: You are a caster. Everyone has bubbles. =(.

Suggested Solution: Have an item that can help a caster force their spells off cooldown. This abilit itself can have a rather long cooldown. Also a bit of magic penetration will help deal with the tanky dps meta.

Item: Frenzied Sacrificial Dagger:
Recipe: Kage's Lucky Pick+ Haunting Guise+800 Gold
+85 AP
+30 Magic Penetration
+225 Health
Unique Passive: Reduces Cooldowns by 15%
Unique Active: Immediately reduces all cooldowns by 15 seconds. 80 second cooldown.


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SonicTheHedgedawg

Senior Member

05-13-2011

Quote:
TealNinje:
How many champions simultaneously don't benefit from Crit Chance AND Cooldown Reduction?

FH is a boss item for just about every champion.

since when does frozen heart has crit chance on it?


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Alterity

Senior Member

05-14-2011

Quote:
Jshann04:
That Unique is probably too hard. It would be better to have it be a ignite like effect (% life steal reduction) or at least only black a certain amount of spells then be placed on cooldown. This would nerf even more champs than AP thornmail.


Thats why it is so expensive. Which champions would be effected?

Akali, Nasus, Swain, Vlad, Warwick, Udyr, Fiddlesticks, Ryze, Olaf, and Morgana(Akali, Morgana and Ryze have ability spellvamp, Nasus has passive lifesteal, WW's passive and Q deal damage and steal life, Vlads Q and W deal damage and steal life, Udyr's turtle form returns a percent of the damage dealt, and fiddle's drain returns a percent of the damage dealt, Olaf gets spellvamp and lifesteal form his ability). Those are the champs that have an ability that get life from their attack or spell, or have spellvamp or lifesteal from their abilities.

Of course, other champs that tend to itemize lifesteal are:Twitch, Caitlyn, Ezreal, Nocturne, Jax, Yi, TF, renekton, Teemo, Xin Zhao, Irelia, Lee Sin, MF, Sivir, Tristana, Ashe, Corki, Katarina, Shaco, Trundle, Trynd, Vayne.

Those that get Spellvamp are usually: Katarina, LeBlanc, Brand, Veigar, Malzahar, Cassiopeia.

So yes, it affects a lot of champs. However, most of the champions get lifesteal as a survival technique to aid them, it wouldn't screw them over if they couldn't lifesteal from one enemy, because they can always target someone else. The spellvampers tend to rely on blowing the enemy up quickly, and the spellvamp is just to get them back to full life after their burst.

Only the champions in the first list of 10 would be greatly effected, and I've never played a game with more than 2 of them in it. Remember that the item itself gives barely any MR and armor. Compare getting this instead of a BV or a Thornmail, where you mitigate damage. Now you die faster but they don't heal, it gives you a chance to beat them.

Think of it like a self, but super, Grevious wound. GW only stops half of health restoration instead of all, but it also effects more champions (All the healers+Mundo), and stops it for all their targets (GW Vlad and his puddle will hardly heal him in the team fight, get this and Vlad will probably be unable to beat you in a team fight, but he can still puddle and heal off the rest of your team for full).

It would stop an entire enemy team from having a really bad team comp of relying on healing and regeneration, if the entire allied team can itemize to stop their main skill. (Imagine facing a Vlad, Ryze, Swain, Akali and Warwick?)


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Allager

Senior Member

05-14-2011

Role:Synergizing good with junglers and Tanks.

Item:Cloak of Forebosion
Recipe:Chain Vest+Negatron Cloak+Vampiric Scepter+645 Gold
+50 Armor
+50 Magic Resist
+20% Lifesteal
UNIQUE Passive:20% chance on hit to deal 485 True Damage to a minion.
UNIQUE Active:Gain 35% Dodge Chance for 3 seconds. 150 second cooldown.


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TealNinje

Senior Member

05-14-2011

Quote:
SonicTheHedgedawg:
since when does frozen heart has crit chance on it?


Re-read what I said. I made sure to be as clear as possible, and you still managed to skim it and miss everything.

I said, how many champions who simultaneously do not benefit from Crit Chance and Cooldown Reduction. Emphasis on "simultaneously" which changes how the sentence reads from "how many champions do not benefit from Crit Chance and Cooldown Reduction" to "how many champions do not benefit from Crit Chance or Cooldown Reduction."

If you were actually reading this correctly the first time, then what you've done is completely ignored what you yourself brought up originally; the Atma's Impaler. Physical champions can build Atma's Impaler or FH. I was responding to how you said that physical champions don't have itemization options for armor, when they do. Not a lot, but they are present. Especially; just because you don't use crit chance, doesn't mean that CDR isn't a fantastic option for you.


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Zimmicky

Member

05-14-2011

Quote:
AhrimanHJ:
Problem: You are playing a caster. You push all your buttons and land all your spells. They are on cd. Teammate dies. Teammate rages at you.
Later: You are a caster. Everyone has bubbles. =(.

Suggested Solution: Have an item that can help a caster force their spells off cooldown. This abilit itself can have a rather long cooldown. Also a bit of magic penetration will help deal with the tanky dps meta.

Item: Frenzied Sacrificial Dagger:
Recipe: Kage's Lucky Pick+ Haunting Guise+800 Gold
+85 AP
+30 Magic Penetration
+225 Health
Unique Passive: Reduces Cooldowns by 15%
Unique Active: Immediately reduces all cooldowns by 15 seconds. 80 second cooldown.


I like this a lot.


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GreatLoser

Junior Member

05-15-2011

Problem: Teams that want to reduce CC are forced to take merc treads. This problem was adressed by the addition of tenacity items. However, the new tenacity items do not build anything in late game and eventually must be sold for the item slot and this means you may need to change your boots out.

New item suggestion: Eleisa's Promise
Builds from Eleisa's Miracle and Quicksilver sash.

Build path: Philosopher's stone 800g + 400g = Eleisa's Miracle 1200g
Negatron Cloak 740g + 740g = Quicksilver Sash 1440g
Quicksilver Sash 1440g + Eleisa's Miracle 1200g + 660 = Eleisa's Promise 3300g

Stats: 66 Magic Resist 25 Tenacity 28 HP regen/5sec 25 mana regen/5 sec Unique Active: Removes all debuffs from your champion. (105 sec CD)

Explanation: The addition of this item will ensure that there is a end game anti-CC item for players to get. The high cost (3300g) and the lack of base stats (hitpoints/mana) will ensure that the item is not rushed. Although the stats on the item are similar to Force of Nature the item cost 690g more and has less regen/ magic resist on it. Over all, This item would fill the void of a end game anti-CC item and make this lower tier tenacity item usefull late game.


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Joosga

Senior Member

05-15-2011

I would love to see a spellvamp version of the Vampiric Scepter. There is no real problem connected to it, but it would allow for a much more diverse range of spell vamp items.

8-10% spellvamp (450-500g)

This would also lead to a change in the Hextech Revolver Recipe, supplementing an Amplifying Tome for this item.