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Actual Core items - I think they should happen

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Hamaruko

Junior Member

09-29-2014

When I think of a core item, it's the fundamental item that defines your character, and how you want to play them. What we consider core items, doesn't really give lots of benefits to how you want to play, just how it scales effectively, it's pretty straight forward.

granted, not all of these will still be productive on every champion, but what I came up with would be a good example on how it could be done.

First of all, it will be like a trinket, where it has its own spot, it will be something cheap, around 500-1000 gold, and it wont upgrade, but its stats will scale per level. So no matter what, because of this item you wont be able to dumptruck someone whos behind with this item, They're just going to give a set of benefits AND cons, as well as an active ability.
the item will uncap to a new percent at level 8, 11, 14. 17

*ALL ITEMS HAVE A 2 MINUTE COOLDOWN*

Soul of the Warrior
+2% (4/6/8/10%) Damage
+4% (6/10/12/15%) Armor
+2$ (3/4/5/8) Damage Reduction
-10% (9/8/7/6) health
-10% (8/6/5/4) Movement Speed

Active: Let out a fierce roar, gaining 50% Attack speed for 6 seconds, and 30% movement speed for 3 seconds that decays over time.
Passive: basic attacks lower the oponents armor by 1% per attack, stacking up to 6% that lasts for 3 seconds

Soul of the Guardian
+2% (4/6/8/10%) armor
+2% (4/6/8/10%) MR
+4% (8/12/14/18%) Health
-18% (14/12/8/5) Mana
-10% damage

Active: Gain the iron will of the guardian, gaining 30% damage reduction for 3 seconds, and + 15 Armor and MR
Passive: Successive attacks against you give you 1 stack of harden, at 8 stacks, you block the next AUTO attack against you.

Soul of the Assassin
+7% movement speed
+5% Health
+4% (6/8/10/12) damage
-5% (4/3/2/2) Armor
-5% (4/3/2/2) Magic Resist

Active: You mark your target, allowing all of your teammates to do +5% (6/8/10/12) damage to the target for 2 seconds, and displaying a large target above his head, the enemy team CANNOT see the target animation.
Passive: you have a 2% chance to dodge auto-attacks

Soul of the Marksman
+5% movement speed
+10% Critical Chance
+2% (4/6/8/10) Crit damage
+4% (8/12/16/20) Life steal
-10% (8/6/4/4) MR

Active: Hold to charge an auto attack to do +5% damage that goes up by 3% every second you hold the charge, until you hit 3 seconds, once you hit the cap you have 4 seconds to expel the auto attack in a location before it expires and cannot be used
Passive: The closer enemy champions get to you, the less damage you do by 4% that increases by 2% every 50 yards, the radius starts at 300 yards (only stacks from one champion, multiple champions don't add even more stacks)

Soul of the Mender
-30% damage
+10% cooldown
+15% movement speed
+4 gold per 5 seconds
+10% (15/20/20/20) damage reduction
Active: You heal a selected allied champion by 200 (400/600/800/1000) health
IF you select an allied minion wave OR allied tower you heal every allied minion by 40% of there health, or heal the tower by 500 health
Passive: allows you to place 6 wards and 2 pink wards


These are just my examples, and there could be many more, but I wanted to just address some possible ideas to spark interest in the way champions get to be built and played. as well as add interesting new mechanics.


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Lord Dusteon

Senior Member

09-29-2014

First off, paying for negative stats is a pretty bad idea. Even if it's the best thing to do, paying to become squishier or do less damage feels horrible.

Secondly, this wouldn't "So no matter what, because of this item you wont be able to dumptruck someone whos behind with this item". Seeing as the item scales on levels, and ahead people have more levels, ahead people would get greater benefits/less drawbacks while already being ahead.

Thirdly, You put a lot of random **** on these that could be gamehchanging but is honestly stupid. You have an item that gives a mini black cleaver, one that gives damage reduction AND a worse pantheon passive, a single target vlad ult + with a ****ty rng dodge passive, a useless active on a marksmen item along with a passive that makes you even weaker if anyone gets close, and finally an item that makes supports literally ward + heal bots.


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Hamaruko

Junior Member

09-29-2014

These are just examples, considering these items weren't ran through any actual maths or had any real concepts laid down, yes they're not going to make much sense.


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JustMyBassCannon

Recruiter

09-29-2014

Quote:
Hamaruko:
These are just examples, considering these items weren't ran through any actual maths or had any real concepts laid down, yes they're not going to make much sense.

"I wanted to make a suggestion without actually considering the numbers behind it."

You're suggesting taking up the Trinket slot--the no-stats item slot meant for vision items--to have a selection of percentage-based, level-based upgrades that also have negative stats--which are a bad concept in any MOBA--but you didn't consider the implications of different stat combinations, or how effective or ineffective they may be.

In a game drowning in mathematical figures, you need to consider the numbers.


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17inchcorkscrew

Senior Member

09-29-2014

Quote:
Hamaruko:
These are just examples, considering these items weren't ran through any actual maths or had any real concepts laid down, yes they're not going to make much sense.

So... you didn't have numbers down, but you also didn't have any concepts? And you're defending this by saying that it doesn't make much sense??? That doesn't make any sense.


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