Item Feedback Requested

First Riot Post
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phroz3n

Member

09-01-2009

Quote:
Originally Posted by Redtah View Post
The drawback should be that its taking up an item slot and is only useful against Jax.....
If you are talking about the treads, NO they are not !
Or if you are talking about the true strike item >.> it wold be the only dodge countering item that wold be good for something else other than jax(read the description).
And btw ... most games end before you have time to fill all your item slots with end-game items.

PS: good ideas lomesh ... keep em coming (except for the adrenaline boots, they wold make tryndamere a nuclear powerd rammus, over 600 ms o_0)


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TenToedPete1

Adjudicator

09-01-2009

would love to see a mid-high range item that gives bonus AP and attack damage, and converts a small percentage of your AP into damage, and your damage into AP (unique). Would allow casters who want some damage late game, and physical dps champions you have a lil AP to double dip both offensive stats. Obviously would have to be a lowish % or it could get stupid, but 10% of each? for a dps carry who gets 300 damage thats 30 AP, and for a caster with 500 AP thats 50 bonus damage. Nothing crazy, but good for hybrids that do well with both AP and damage (ie twisted fate or teemo)


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renticletape

Senior Member

09-05-2009

I would like to see a defensive/tank item that counters spam casters. Like maybe an item similar to Tear of the Goddess, but in reverse. Where every time someone casts a spell near you, you gain permanant HP.

Also in reverse, there should be an item for casters that counters hefty tank builds. Maybe something like Atmas, but in reverse, where it gives you bonus AP based on the current HP or the last champ that you attacked with a physical attack. This would give a unique team battle strategy to first attack the enemy with the most HP, then focus spells on the weaker enemies. (Would be a must have item for Evelyn)


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Cryxoir

Junior Member

09-06-2009

hmm just some ideas but

-a thornmail that returns spell damage or absorbs %of damage and turn it into mana
-maybe a bash item with a large internal cooldown
-attack speed and damage mixed items
-poison stacking item that does something like twitches passive
-toggle item that increases damage but you take damage when active
-an item that makes a decoy or clone with the ability to attack but recieves more damage(this item would be very useful against getting insta gibbed by ryze.
-a shield with a chance to block a set damage mechanic
-active ability that does an aoe slow doesnt even have to do damage just an escape or chase mech
-a +damage version of soul fire cape
-a version of mercury treads and ninja tabi that add health like maybe a tier 3 that mixes with ruby


-my final request is a upgrade of tiamat or a different version. its a great farming item but the regen is just to expensive and does not do nearly enough for you


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Hermanwii

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Member

09-06-2009

High end defensive gear with plus to damage and Ias. More high end defensive gear in general (preferably with damage/ias/crit).

Maybe change the guardian angel to heal you when you get low instead of when you die, its a confusing mechanic and im just knit picking.


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Natural20

Member

09-06-2009

Here are a few ideas that I had.

A) There are a huge number of passive effects in the game from various characters. I would like to see more of them on items.

B) I would like to see items that modify spells.

For example:
1) Giving a spell lifesteal, chance of crit, or a chance of stun.
2) Items that increase/decrease range or AOE and give some other disadvantage/advantage.
3) Hitting champions with attacks giving increased spell damage, duration, or some other effect

C) Also, Items that give attack bonuses specifically against building would give more options for hero builds.

D) I would also like to see a stealth potion which could aid in ganking or running away, and make stealth wards much more useful.

E) Items that hinder a player's economy (money stealing, equipment degredation, giving a player a cursed idol that he has to pay to get rid of, increase item cost for a player)

F) More wards with different effects (life steal ward, reduced cool down ward, reflect damage ward)

G) An armor that can reflect a spell once every minute or so

H) Magic dodge items

I) More early game growth items, and more variety of growth items abilities (grow poison, cooldowns, g / sec, spell range, sight range, crit chance, crit damage.)

J) Bonus auras that specifically help minions, and make them useful as more than damage soaks late game.

K) One shot items that halt the enemies creep spawn.

L) Items that give bonuses for revenge killing (take less damage from a hero that killed you and deal more damage to him. It should scale with the number of times you were killed.)

M) Stasis item that freezes you but you take no damage while frozen.

N) Bonus XP items.

O) An item that causes your opponents to dance when you stun them.


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R oL

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Member

09-07-2009

Quote:
Originally Posted by Guinsoo View Post
Items with active abilities. We'd prefer to avoid in-combat spells
Guinsoo
I actually think incombat spells are somewhat needed for the game. For instance, if a sheep stick is added to the game, it will provide a team with a viable CC for many of those situations where you have otherwise lost at the loading screen. You won't hear cries of 'Jax 1v5ed our team' solely because, being a random team, no one happened to pick a good CC char.

Also, the various item trees need to be updated with the new items that have been added.


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Engarde

Adjudicator

09-07-2009

The problem with CC items is what happens if a team who already has great CC takes them? Small issue we have then.


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phroz3n

Member

09-07-2009

Parasite Glowing Rod
+50 Ability Power
+35 Attack Damage
+ x to champion field of view
UNIQUE ability: infects an enemy champion with parasites granting shared view of that enemy champions field of view. (active ability (or it could be passive on hit and on CD for 60-120 seconds), duration based debuff or permanent and healed at "fountain")
Reagents: Blasting Wand + Pickaxe


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AngryBovine

Member

09-07-2009

Envoy of Lethality (3200)
+40 Attack Damage
+20% Critical Strike Chance
+40 Ability Power
+10 mana per 5 sec
UNIQUE Passive: Reduces ability cooldowns by 20%
UNIQUE Passive: Every time you get a physical critical strike, your next ability deals 50% more damage.
Reagents: Pickaxe (975) + Cloak of Agility (880) + Fiendish Codex (1245) + Recipe (100)

Just an idea I had. This is geared more for physical classes that crit a lot than for casters, but still has potential for both to use. Since physical classes are usually gimped in terms of cooldown reduction, this item makes it so you don't have to commit a full end-game item towards reducing cooldown yet remaining effective. It also allows the user to perform a spell critical strike, which is something this game does not usually have. The 50% damage bonus can be substituted for a percentage Ability Power increase or a similar effect. I'm not quite sure on the numbers.

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Runebreaker (2900)
+80 Ability Power
+250 Health
Passive: Abilities reduce your target's magic resistance by 20 for 7 seconds. Stacks up to 3 times.
Reagents: Blasting Wand (880) + Blasting Wand (880) + Ruby Crystal (500) + Recipe (640)

Tweaked version of Black Cleaver adjusted for casters. It gives hit points because, as a whole, casters tend to be less able to get hefty hit point items unlike physical damage champions who can get items such as the Frozen Mallet. This gives durability and a way to dampen the effects of MR stacking.

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Deadeye Crossbow (3400)
+65 Attack Damage
+50% Attack Speed
UNIQUE Passive: Every time your attack is dodged, your next physical attack deals 75% extra damage and can't be dodged.
Reagents: Recurve Bow (1050) + B.F. Sword (1850) + Recipe (500)

Obligatory anti-Jax weapon. Well, anti-dodge. You basically get back 75% of the damage that was dodged, guaranteed.

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Callous Deceiver (3160)
+35 Armor
+35 Magic Resistance
+45% Critical Strike Chance
+20% Dodge Chance
UNIQUE Passive: When you would take lethal damage, instead prevent it (keeping up to 8% of maximum health) and instantly become invisible for up to 10 seconds (breaks on attacking/casting). Leaves a clone of you which plays a death animation and acts as if you had died. Can only occur once every three minutes.
Reagents: Cloth Armor (300) + Cloak of Agility (880) + Cloak of Agility (880) + Null Magic Mantle (400) + Recipe (700)

An item similar in nature to the Guardian Angel with a different flavor. In reality, you never died. It merely looked as if you had. (Anyone who played TF2 will know that this effect will mirror what the "Dead Ringer" does.)

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Misery Siphon (1535)
+25 Ability Power
+250 Mana
+15% Lifesteal
Passive: Abilities which cause damage heal you for 15% of the damage done.
Reagents: Vampiric Scepter (450) + Amplifying Tome (435) + Sapphire Crystal (400) + Recipe (250)

Simple, quick build-up item. Gives casters lifestealing effectively. Perhaps it'll be a buildup item, such as Sheen/Zeal/Phage/Catalyst.