Item Shop Cleanup
Hey everyone, we have some broader item work we’re hoping to do later this year and I wanted to share our goals and philosophy for these changes before you start seeing potential updates on the PBE.
What are we planning to do? One of the main problems that keeps us from exploring exciting and meaningful new items is that the shop is overcrowded. This can make it hard to quickly find the item you're looking for and makes the store overwhelming to both new players and players trying champs or roles that use items they aren't yet familiar with. We want to remove "dead" items from the shop to clean up unnecessary clutter, make the shop faster to navigate and easier to understand, and make room for new additions.
What items should we remove? Unhealthy items, meaning items that:
- Massively reduce or remove counterplay against a champion
- Incentivize not interacting with the enemy team
- Give access to an effect (usually reactive or defensive) that we don’t actually want all champions to have access to
Items too similar to another item:
- This leads to always picking whichever one is stronger rather than making decisions around the items' unique properties. Either we find better ways to differentiate them or we can just combine these items and retain both user bases
Very low usage rate items:
- This can sometimes be because we nerfed an unhealthy item. Removing the item would be better at this point since it's too weak to be a good item, but we aren't going to buff it since it causes gameplay issues when strong.
- It can also be because a too-similar alternative is currently better so everyone's using that alternative instead
- Some item niches aren't really something that any champion would want
Items reducing or not adding impactful decisions to the system:
- Overly similar versions of Zeal items or tank items with near identical stats have had this problem in the past
- Overpowered or "always good" items can squash a lot of other choices in the system - core items like IE can be great for power fantasy but if we have too many of these there is no room to make choices
- This can also be true of overly similar component items, like if we had a 500g health item that was used sometimes instead of Ruby Crystal; we’re not really gaining any new decision space
What kind of items are we looking to add? Once we free up space, we want to deliver better versions of certain niches that we haven't been able to fill in the past. As an example, we'd like to make a healthy "tower pushing" focused item that doesn't have the problems of Banner of Command or Zz'Rot Portal.
We also want to add more viable and differentiated choices to build paths that lack diversity. Lethality items are a space that currently lack enough choices for AD assassin players to have meaningful build differences game to game.
When and how are doing this? We don’t want to just rip out items and tell you "hey, we promise this will be better soon." So our approach is to combo future item removals with item reworks or new items that often replace them in spirit and overall make for a more deep and satisfying item system in League of Legends.
Scruffy
https://ddragon.leagueoflegends.com/cdn/9.2.1/img/champion/Sion.png

for the
line again? Currently there are only 2
and
. The problem with both is they fill a niche,
) while not being a very strong one. Re-adding GLP will give champions like
an option to ditch
Your time have come.
etc because it removes their COUNTERPLAY of their DEFENSE ability's COOLDOWN(s)
might as well be a unique item purchasable by ezreal, any thoughts on its continued existence?
branching path In general is pretty lackluster considering the context in which it was introduced of this choice you get to have after you get it - now it's luden's 90% of the time, and if you're ryze or cassio you get archangel, seems pretty lame. Same could be said with
options, the choice is pretty bland, though it has a different problem - the items are really samey, and that's kinda lame, any thoughts on how you'll aproach this?
and
comes to mind where it had mpen and %damage, with now it being two separate options? perhaps some new on hit item, and a separate anti tank item instead of the amalgam of good options that is bork?

,
)
-Get rid of Phantom Hit
to be adaptive? Just food for thought here.
-
I believe this item is a little bit too powerful, even if its one use. A person can buy it and or simply spawn in the game with it and it just turns around a fight for free basically. At the very least remove it from GA.
main and, as such, was really curious if some of these new items might see masterwork forms or if that's even been a consideration at this time.
? is one of my favorite items when it comes to splitting or taking inhibitors (being a tank).
and