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

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naotasan

Senior Member

08-16-2012

Dominion needs a better anti-tank dominion-only item.

Tanks are everywhere and doing high amounts of damage and having loads of HP, effectively making the "tanky dps" meta for Dominion.

Kitae's Bloodrazor is a great item to counter tanky DPS.. until they build Frozen Heart. Then you just simply aren't doing enough damage.

Kitae's Bloodrazor needs an upgrade to % damage.


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Blue101

Senior Member

08-17-2012

Itemization Problem: ever since the changes to the Jungle there are multiple champions who used to be good at Jungling that are nolonger seen in the jungle because their kit's lat AoE damage which ruins their clear times. This item change would likely most benefit champions like Warwick Trundle and Xin Zhao when played in the Jungle.


I propose that Tiamat is Changed from:
Current Tiamat: 2070G
+50 Attack Damage
+15 Health Regen per 5 seconds
+5 Mana Regen per 5 seconds
Passive: Your basic attacks splash, dealing 50% area damage around the target (35% for ranged attacks).

Built From
Pickaxe 975G
Long Sword 415G
Rejuvenation Bead 280G
Faerie Charm 180G
Combine Cost 250G


To:
New Tiamat: 1000G
+16 Attack Damage
+12 Health Regen per 5 seconds
Unique Passive: Your basic attacks splash, dealing 50% area damage to minions and monsters around the target (35% for ranged attacks). (Area of effect increased by 200-300% so that you don't have to spend time maneuvering jungle monsters so they all get hit)

Built From:
Long Sword 415G
Rejuvenation Bead 280G
Combine Cost 305G

Builds Into:
Dionysus's Amulet 2405G (picture of Tiamat on a necklace perhaps?)
+50 Attack Damage
+15 Health Regen per 5 seconds
+ 6 Mana Regen per 5 seconds
Unique Passive: Your basic attacks splash, dealing 50% area damage to minions and monsters around the target (35% for ranged attacks).
Unique Passive: minion and monster kills grant 2 additional gold each Champion Kills grant 20 additional gold.

Built From
Pickaxe 975G
New Tiamat: 1000G
Faerie Charm 180G
Combine Cost 250G


This solves the problem in much the same way you made Jungleing possible for more champions in the old Jungle, by adding an item that gives what Junglers really need the most. which used to be an on hit proc that did a large chunk of damage, so you guys added Madred's razors. now it's AoE damage and his change would allow potential jungle picks to Effectively itemize for it early.


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Algol Rah

Junior Member

08-20-2012

This is one way to build for Late game hybrids to have staying trouble and to hopefully solve pesky mana trouble and to those champions that don't use mana only don't benefit from the mana so they can still benefit from it but may have to lose out on one of its bonuses.

Frost Bane
Bilgewater Cutlass + Glacial Shroud + 400 gold
+40 Attack Damage
+18% Life steal
+450 Mana
+50 Armor
UNIQUE Passive:15% Cooldown Reduction
UNIQUE Aura: For every near by enemy champion gain 2% Spell Vamp ( so max is 10%)
UNIQUE Active: Make your next ability(active duration 5 sec before expiration) Slow target by 50% For 3 sec if spell used on active has ap scaling lower targets MR by 20% for next 10 Sec if has ad scaling lower armor by 20% if has both then both are applied. (45 sec cool down)


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sniperfodderz

Senior Member

08-21-2012

The Zuan Inverter:

Bf sword + needlessly large rod + 750g

+50 ad
+100 ap

Unique passive: 10% of bonus ad added to ap
Unique passive: 20% of bonus ap added to ad

Not done recursively
Gives hybrid castors a bit more oomph, something that they're currently lacking


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Sogreth

Senior Member

08-21-2012

This item is for support when it comes to that late game point and they have to sacrifice an item slot to keep those wards coming...

http://na.leagueoflegends.com/board/showthread.php?t=2499188

I think this item would help out our fellow support players greatly


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Unique Traveler

Senior Member

08-21-2012

The Leviathan( Stats are as follows:

180HP to start with
You get one stack per assist or 2 stacks per Champion kill, granting you 32hp per stack.
At max stacks(20), you get damage reduction of 15%.

is an overlooked item.It's perfect for tanks since assisting gets them you a stack anyway, or if you get a kill, it helps even more. However, many people overlook this item because not many items build into it. The Ruby Crystal is the only item that builds into it(True Story). At max even with the 15% damage reduction, you still only get 640 hp bonus, totaling into a 820 hp bonus.

Even Warmogs starts with more hp than that. Is there a way to possibly buff this item, or make an item that could use it in a build of some sort? The cost is also a little high and by mid game you just want to focus getting resistance against physical and magical damage. IMO, maybe adding a +25 armor and/or magical resistance to it would make it more popular?

Edit* My bad, for some reason, I didn't research it right and thought it was for 1725, not 1275, so it's not too high priced.


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Unique Traveler

Senior Member

08-21-2012

Defiathan: Uses Chain mail, Leviathan and Negatron cloak, +500-750g. (Total cost= 3465g max)

Grants 180HP, 45Armor, 45magic resistance. UNIQUE PASSIVE: Grants 32HP per stack, at 20 stacks, grants a 10% damage reduction. (total HP full stacked= 820 maxed) Gain 1 stack per assist and 2 stacks per champ kill, 1/3 stacks lost on death.

This would give this item a late game use for tanks to go in and cause havoc on the enemy team. The bonus armor and magic resist is debatable, but this need to be a high priced item with some good stats. The items that can build up into it are also debatable, but preferably it should have some sorta backup stats if tank loses stacks. If any thoughts are to be had, type them and we'll have a conversation like gentlemen.


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SonicTheHedgedawg

Senior Member

08-22-2012

I posted this in general discussion, but it may make more sense here, so I'm mirrorring it:

Quote:
SonicTheHedgedawg:
Xypherous, you're the go-to RIOT staff member when it comes to balancing and updating out-of-whack things like items and champions (though any response from RIOT staff would rock) So I wanted your opinion on a few items currently . . . underused in the league.
Before we get started, here's my list of items I'm going to try to give some love to, and I'm going to include rationale, though exact numbers I would leave to a balance team. The list is as follows:
- Moonflair Spellblade
- Malady/Nashor's Tooth
- Executioner's calling


Okay so let's get started with item number 1: (WARNING WALL OF TEXT)

MOONFLAIR SPELLBLADE

-The problem:
Well, the problem is simply that the item is almost never used, but there's a few issues WHY it's not used. The main forces causing this are the following: with the current pace of the game, it is generally unwise for a champion to set aside a slot in his or her build for a mid-low teir item such as this. BOOTS are a required purchase for every champion anway, and since they are going to be occupying an item slot anyway, you might as well pick up the tenacity boots if you really need it because in 99% of cases, that's going to be more efficient and it doesn't waste a slot because, again, you were getting some sort of boots anyway.

-Simple solution:
Moonfair spellblade needs to NOT be quite as much of a waste of an item slot, meaning it needs to give more stats or build into something. Since giving tenacity to a high teir item seems dangerous, we can just make spellbade a bit more powerful.

-My suggestion:
Make moonflair spellblade build out of a kage's pick and cloth armour . . . possibly add in a 3rd item like a rejuvination bead a 2nd cloth armour or an amplifying tome to make the item attractive enough to use.

-Issues this solves:
1) Makes moonflair spellblade a more potent item, giving it a better shot of being used since it is not seen as quite as much of a waste of a slot.
2) A total lack of mage-friendly early armour itemization options. Mages really only have 2 armour items, which is fine, except BOTH of them build from chainmail rather than cloth armour. Sure heart of gold has cloth armour in it, but that's not the core of the item, and you set your build way behind getting early cloth armour for a frozen heart. . . and if you're a manaless mage.... then good luck. The issue this creates is that it's very difficult for mages to counterbuild vs phys damage early on, a fun part of the game, and this REALLY hurts mage-junglers or other melee mages, who, really, are the best examples I could think of for characters who might consider a spellblade anyway since mercury's reads isn't always the best option for one. And with 2 cloth armours, or a cloth armour and a rejuvination bead, you can really help those junglers buy an early item which is as useful to them as wriggle's is to their phys counterparts.
3) Kage's pick upgrades are in a weird place right now since morello's is just always a bad choice now that athene's grail exists, and really is just never a better option, and Deathfire Grasp is only REALLY useful if you are stacking lots and LOTS of AP. Again, AP junglers and other melee AP tend to build as taky mages, so neither option really works well for them, this would give them an option.


okay next item:

MALADY/NASHOR'S TOOTH

-The problem:
These are two different items, with different problems, but there is some overlap. It's fairly straightforward though so I'll be as terse as possible: Malady suffers from "hexdrinker syndrome" where it is just too weak to justify in an end build, but too expensive to rush. In addition it has a few other problems: stacking debuffs are something that aren't super useful until later in the game, but the price point of the item suggests that you take it early, which is a false choice. Nashor's tooth on the other hand suffers from being expensive, but not giving any sort of focused bonus. It has good stat totals, to be sure, but the mix of stats isn't really useful to may champions, and even on those it could be, the itemization for the sort of build it promotes is just terrible. Also, 25% CDR isn't as useful now as it once was since there are WAY more CDR items now, and the champions that would want this item would normally be building it for an on-hit ability that doesn't even have a cooldown. Now combined, the issues are even more: requiring increased attack speed to be effective, but clearly angled at those who scale with AP rather than AD, malady doesn't leve many options to increase your attack speed aside from a nashor's, a wit's end, an ionic spark or a guinsoo's. Wit's end, guinsoo's and Ionic spark are mid teir items, which mean that using them is going to cap your build early. And using nashor's tooth means you are very fragile with no burst potential and you wasted a lot of money to get there. As a result, even champions who SYNERGIZE with these items rarely get them.

- Simple Solution:
~Focus nashor's tooth.
~ make malady either a late game or early game item, but don' let it sit in old hexdrinker land.

- My suggestion:
The repeated allusion to hexdrinker and the fact that I'm using malady and Nashor's tooth as the same entry should have given you a hint: The suggestion is to remove ONE dagger from malady, decrease it's combining cost and remove the magic resist shred from the item. Then, rework stinger back to its old form (Faerie Charm + Dagger) as for why we are doing that? becasue 3 daggers with 3 combining cost upgrades would probably be WAY too much attack speed for a single item, it'd even outdo Sword of the Divine. Then, simply, make nashor's tooth build out of stinger and malady and give it better on-hit damage and MR shred than the current malady, with some more attack speed, but with a little less mana regen and CDR to compensate.

-Issues this solves:
1 ) Malady is no longer a false choice, it is CLEARLY an early game item cheap enough to rush on champions like teemo, an AP jungler, fizz, etc to improve their damage output on auto-attacks.
2) Nashor's tooth gains a focused purpose: AP auto-attackers. The decreased mana regen and CDR means that champions who don't need those stats won't feel like they are wasting a lot of money for them. But with a nifty passive and more attack speed, it'll be useful on all AP auto-attackers. Current Nashor's tooth may have been cost efficient, but with scizzophrenic stats, that cost efficiency may not actually BE efficient in practice.
3) Lowers the item requirement forAP auto-attackers to get started on a build like this. Currently, if you rush nashor's AND malady to beef up diana's passive, or teemo/fizz's abilities, for example, you're going t be SORELY lacking in defense, but you really won't do great damage until you get BOTH items.


Final item now

EXECUTIONER'S CALLING

-The problem:
the item has WORSE than hexdrinker syndrome: it's exceptionally cheap but has NO upgrade path at all. At least old hexdrinker felt at least MID tier. This item is low teir.... like, lower than wriggle's lantern and with FAR less utility. As awkward as morello's is, at least it builds out of a kage's pick making it SEEM cheap, but giving you the option to hold off buying it until you need it to keep generating gold, and it's at least mid-teir, so it feels like it deserves a full item slot.

- Simple Solution:
beef up the item substantially.... oh, and don't REQUIRE it to be an activated attack when on hit works... that's just silly. Not that there's a problem with item actives, but when the item doesn't NEED an active to do its job, then it's just lazy.

- My suggestion:
Executioner's calling now builds out of an Avirice Blade and a Bilgewater Cutlass. Furthermore, the item NOW has the passive to infect with a 10% healing debuff that stacks up to 5 times OR the item can be activated to apply full stacks and slow a single target (so as not to lose bilgewater's active). The fact that without activating the item, you can't get full stacks in a single target without reeatedly attacking the same target means that you can't just "tag" all enemy units by hitting them once, which was the problem with OLD ex-call, AND the retention of an active means that melee units can still tag a unit from a range.

- Issues this solves:
1) Avirice blade actually gets a 2nd upgrade like all the other gold items get.... and it gets one that can be used than things other than melee AD carries.
2)Bilgewater cutlass is no longer a false choice for pure AD characters since, currently, it's an AWFUL waste of an item slot by itself, and it only builds into a hybrid item.
3) Executioner's Calling has enough stats to merit a place in your build without being too strong.
4) Executioner's calling REMAINS very affordable, if aviice blade is built early, due to averice blade's passive.
5) While the item offers solid stats any AD carry may like, it simply isn't ass efficient as their current optimal build itemization options, so you won't see AD carries taking theseas core build components (though tryndamere may build one de-facto :/). They will merely become ACCEPTABLE choices when the other team's make-up calls for it.


okay, so that's it for now. Thoughts, opinions? (RIOT please respond ;_ ; ) Even if it's just jozreal saying "cool", Phreak saying "Tonnes of Damage" or fruitstrike being adorable.
Xypherous, Zileas, Morello even Guinsoo, though, you're the guys I'm going for with this post (and Shurelia if she were still there..... gosh I miss her )


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Borand

Senior Member

08-22-2012

Has this thread been abandoned?

Haven't seen posts for a really long time..


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Storiedsquire

Junior Member

08-22-2012

Lane Upgrades: Upgrade Turrets/Minions that will help lanning.

For example; items that you can buy that will increase attack or defense for turrets/minions, and possibly a small health regen. Such items should be available at the start of game but will now have a decision to make; will you decide to buy an item for your champ or go a bit more supportive for your team and buy a "Lane Upgrade?" This would make you would have to save up a bit of money before buying, thus making it a bit more balanced during gameplay.

Now I've thought of a great way to have this implemented into the game for each, below:

***Turret Upgrades***

You would do so by going to a specific turret (you ant to upgrade) and bring up the shop menu for turret upgrades.

In this menu there will be something in this nature:
(Each item has four upgrades and each Turret upgrade will cost 500/750/1000/1250 per level).

***Attack***
*Strength item: Increase attack of turret by 5/20/50/100
*Strength Aura: Increase attack of nearby champs by 5/10/15/20.

***Magic***
*Magic item: adds magic damage to turrets basic attacks by 5/20/50/100.
*Magic Aura: Adds/increases magic damage of nearby champs by 5/10/15/20.
*Mana Regen Aura: Nearby champs get mana regen by 1/5/10/15 per second.
***Health***
*Health item: adds health 100/250/500/1000 .
*Regen item: heals turret 1/5/10/15 health per second.
*Regen Aura: heals nearby champs 1/5/10/15 per second.

***Rebuild or repair***
*Turret Repair: champs can repair dmg based on % missing so 250 bucks per quarter of health missing.
*Rebuild Turret: Champs can rebuild turret for a certain amount depending on which turret is being rebuilt. (can only rebuild the outermost turret) the pricing (outermost-innermost turret; 1000/1250/1500/1750

***Upgrades for Minons***
(Each upgrade has 4 upgrades and will cost 500/7
50/1000/1250 per level).

To do so you would go to normal shop (at base) and a new "Minion tab" will be available. You then would select which lane (top, mid, or bottom) to upgrade, thus bringing up another menu with the upgrades available for that specific lane. Such upgrades may consist of the following:

FYI: "Minion Leader" is what I consider the biggest minion of the group.

***Attack***
*Minion Attack aura: When minion leader is present, nearby minions get increased basic attack damage by 1/5/10/15 (when super minion is present attack is doubled).

***Defense***
*Minion Defense Aura: When minion leader is present, nearby minions get increased basic defense by 1/5/10/15 (when super minion is present, defense is doubled).

***Magic***
*Magic Aura: When minion leader is present, nearby minions gain an additional magic damage to their basic attacks by 1/5/10/15.
*Shielded minions: When minion leader is present, nearby minions have a shield that blocks incoming damage in the percentage of 1/2/3/4 percent.
*Solar aura: (For super minions only) Super minion does magic damage around itself by 25/50/75/100.

***Health***
*Health Aura: When minion leader is present, nearby minions get health regen in the percentage of 1/2/3/4.
*Life steal: same as above but with life steal rather than health regen.

This can really help out strategically on getting the upper-hand insidiously if your in a crunch. You could even add in magic/armor penetration or even weaken magic/armor auras and much more as well. This is just something I've thought up recently.

Thank you for your time,

Hope yall enjoyed.