Item Feedback Requested

First Riot Post
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Bregan

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Senior Member

08-23-2009

needs another item besides mercury treads to reduce slows and stuns. something more useful too, like an armor.


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phroz3n

Member

08-24-2009

Sorry if the items below have been posted allredy, if that is the case i wold like to "bump" thease ideas

Quote:
Originally Posted by Guinsoo View Post
Items to counter a particular strategy, tactic, overpowered champion type, etc
To counter jax's massive amounts of dodge a True Strike item wold be nice(active ability), of course it should have a drawback while active - mana consumption or item stats decrease or lower the champions attack speed by a certain percentage (this item wold also work against teemo's poison dart and the Exaust summoner spell).

There aren't any escape items except Guardian Angel, so an stealth item wold be nice(active ability).

A caster item that will debuff(active ability) things like magic shield's(morgana/sivir), sion's shield,etc. (and it wold be able to destroy clairvoiance yes "you herd me" destroy clairvoiance - whats the porpoise of wards(175g)? just remove them if you plan on keeping clairvoiance the way it is... )

And finally i wold like to "bump" the idea of another ap/atk item for those crazy jax/taric/etc. builds maybe Critical rate.


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cwatz

Adjudicator

08-24-2009

Quote:
Originally Posted by Guinsoo View Post
Hello my favorite beta testers,

I'm looking to gather some feedback about items - specifically the ones we don't have. We'd like to add a few more items. We're mostly interested in ideas around:

Items to counter a particular strategy, tactic, overpowered champion type, etc
Items with hybrid stats, like damage and ability power, that are not represented
Items with interesting procs or effects that we do not have
Items with active abilities. We'd prefer to avoid in-combat spells

For maximum value, please add as much detail as you can... in what situations the item would be useful, what its purpose is, what characters would buy it, what other items you'd build with it, why we should add it, what gap it fills, etc.

Thanks for any suggestions!
Guinsoo
1) TP scrolls. Aggressive tower pushing via summoner abilities saps the fun out of the game, both to do and to be done to you. TP scrolls could potentially be a band-aid fix for this problem and provide somewhat of a counter if riot wants to keep those summoner abilities in tact. All characters would find use from this.

2) Snare % reduction item(s). Think of it like armor for snares, a way to mitigate the effect. Stacking snares has a huge effect in the game currently as you know. While this problem is being addressed in a sense, I still think this would be a nice item to include as a counter to teams that base themselves off of mass snares like cryo ulti/karthas wall. This is particularly useful for melee champions, but all characters could technically have use of this stat.

3) Reverse atmas. Have an item that does damage based on an enemy characters max hp. This could provide a counter to teams that heavily stack hp which we currently see a lot of. Primarily a physical dps champion stat as you could only really put it on a spell effect like necrolyte for a caster.

4) Caster dot item. Think of it like ignite on mages in wow while filling a similar role to a lich's bane. Providing a single dot off the last spell cast you could find a lot of use on it on characters like sion or judicator who only have a one or two spells that aren't fired rapidly. It would be a different way to build characters who function like this and a more effective way to build them than just ability power.

5) "Charged" items. Have an item with a passive that builds up power over total damage or damage on a single target. When it gets charged you could click on it to use it as a minor burst nuke, heal, or anything of that sort. Depending on what items you put this on, it could work well on a large number of heroes, particularly burst based champions to add just a little bit extra. It would also add some extra skill level and interaction to use it as you would get another hotkey to use and thing to monitor which would be fun to use.

6) Caster support items. Most caster support items are mana regen which has limited usefulness and then cd reduction. An aoe spellpower boost, like the +8 damage on the shield item (forget the name) would be a nice addition. Melee champions currently have more supporting items and supporting champions atm which is a factor of them being strong in the game currently.

As a general statement I would like to see more variety in items. Frozen mallet is the only real hp/physical dps item as an example. Im sure it will add clutter to the system but it would be nice to see a solid selection of health with some mix of attack speed/crit/damage/armorpen/ap/spellpen and so on as an example. Same goes for things like armor/resist. It will really let players build items based on what team they have, what strat they have and what team they are playing against.


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danielklein

Member

08-24-2009

One hybrid that I feel is completely missing is AP + survivability (HP / MR / Armor). There is the new staff which is made from health crystal, mana crystal, and two blasting wands, but that is a very late game item to get and the HP aspect in it is nearly negligible. I'm thinking about some "tier 2" (think Zeal, Stinger, Fiendish Codex etc) items that combine AP and HP.

Further down the line, the combination of AP and survivability could do some cool stuff. For instance Morgana's passive could be applied to a late-game item (xx% of spell damage as HP restored). Or how about going a little more crazy and giving us an item that applies xx% of your AP to your armor? Or an item that increases your health regen based on your current mana?


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phroz3n

Member

08-24-2009

Quote:
Originally Posted by danielklein View Post
One hybrid that I feel is completely missing is AP + survivability (HP / MR / Armor). There is the new staff which is made from health crystal, mana crystal, and two blasting wands, but that is a very late game item to get and the HP aspect in it is nearly negligible. I'm thinking about some "tier 2" (think Zeal, Stinger, Fiendish Codex etc) items that combine AP and HP
Catalyst the Protector (1325 g)
Ruby Crystal (475 g) + Sapphire Crystal (400 g) + 450 g
425 HP
325 Mana
Passive: Restores 425 health and 325 mana upon leveling up. ... :|

And on most caster's its a good idea to get rod of ages as the first item witch you can get easily by "the beginning" of the "mid-game".

FYI: i have seen lich's kicking a** and taking names with 2 catalyst's on them...


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Logo

Senior Member

08-24-2009

Another thought...

There needs to be a caster item that lowers the effects of healing on the target.


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Karbon

Member

08-24-2009

Items to counter a particular strategy, tactic, overpowered champion type, etc

I instantly think of all the late game carry heroes that spank casters late game when everyone has high hp and crazy crits. As a way to beef up casters late game it would be great to see a +spell crit item or double cast chance item. Either as a single late game item made from a powerful mid game item such as

Wand of the Archmage (2900 g)
Mejai's Soulstealer (1865 g) + Amplifying Tome (435 g) + 600 g
90 AP
UNIQUE Passive: Upon killing a champion permanently gain 10 AP and all the champions remaining
mana. Cap at 70 AP.
Passive: 15% chance to score a critical hit with spells

or with smaller items to build to if this feels too imbalanced damage wise

Blessed gloves
+7% spell crit
450 gold

Cloak of Wisdom
+15% spell crit
1050 gold

Wand of the Archmage (3535 g)
Mejai's Soulstealer (1865 g) + Cloak of Wisdom (1050 g) + 620 g
70 AP
UNIQUE Passive: Upon killing a champion permanently gain 10 AP and all the champions remaining
mana. Cap at 120 AP.
Passive: 15% chance to score a critical hit with spells


Good Jax counter...and others who stack dodge

Sundered Mind (2155 g)
Blasting Wand (880 g) + Ruby Crystal (475 g) + 800 g
70 AP
300 Health
UNIQUE Passive: Everytime an enemy dodges your physical attacks he receieves magic damage equal to your champion's AP


Also, as a way to stop games from lasting over 45 minutes it would be great to see items that have a special ability that is only activated at level 18 or vs. a level 18 champion perhaps...

Call them Hero items and give them highly boosted stats for ending games like +damage to buildings and minions that increases per minion/tower kill.


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Hesphesteus

Adjudicator

08-24-2009

Mana-steal

either an actual steal like kassadin's nether blade either based on the targets mana or the damage given like lifesteal, or just a mana regen based on attacks like taric's. Not sure which would be more balanced

Cooldown reduction/increase

again based off taric's move, i like the idea of an attack decreasing a cooldown. By no means should it ever be as powerful as the -2seconds a hit like tarics, but possibly a -1% per hit.
Or the opposite, as a debuff; an item that slows an enemy champion's cooldowns by say 10% for 30 sec, but only does so every 30 sec. It could both be used as a chasing item (against say tristiana's rocket jump) or to run away from champions (possibly preventing an extra singe flip or goo)


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Gimpb

Senior Member

08-24-2009

One thing we really need is a better way for carries to recover their health and mana. The big issue is that to recover mana you need to take an item that doesn't improve your damage considerably. This leaves you with a partially wasted slot due to having to use a cheap item or a caster item for the mana regen and a lifesteal for health. Here are a couple things that could do it:
- Lifesteal and mana regen
- Higher end mana and health regen
- Damage and mana regen


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PiousFlea

The Council

08-24-2009

General ideas:

  1. AP/Armor
  2. "AP Atmas" - for Rammus/Chogath type tanks, would have to be carefully balanced so it's not OP on a fiddle/cryo.
  3. Stacking debuffs for casters (ala malady/cleaver) - again, would have to be carefully balanced.
  4. TP scrolls
  5. Anti-dodge "jax counter".
  6. Antihealing debuffs that also affect lifesteal.
  7. a DoT proc.
  8. An anti-snare item... something similar to banshees veil but doesn't block stuns, only snares, and is considerably more powerful.
  9. A "moonkin stun protection" item that gives something like "while stunned or feared you take 15% less damage".
  10. Something that procs after killing an enemy champion, that helps push towers/inhibitors.
Active procs:
  1. You become immune to stuns for 8 seconds. This effect is dispelled if you gain snare immunity.
  2. You become immune to snares for 8 seconds. This effect is dispelled if you gain stun immunity.
  3. Decreases physical damage taken by 35% for the next 10 seconds.
  4. Reflects 25% of all magical damage taken for the next 10 seconds.
  5. Your weapon ignites your enemy, dealing +100% of autoattack damage as Magic damage over 5 seconds. Buff lasts 15 seconds.
  6. Your next 2 spellcasts ignore enemy spell resistance. Lasts up to 8 seconds.
  7. You are encased in a block of ice, granting immunity to all damage and effects for 10 seconds. You cannot move, cast spells, or use summoner skills while in Iceblock.
  8. You concentrate in a Vision Trance, increasing sight radius by 400 and granting stealth detection. Moving or attacking will break the trance and initiate a cooldown.
  9. Your attacks and spells slow their target by 50% for 3 seconds. Lasts 10 seconds. Does not stack with other snares.
  10. You run recklessly, increasing movespeed by 60% for up to 14 seconds but increasing damage taken by 50% and increasing the duration of movement impairing effects by 100%.