The Item Overhaul Thread.

JackAqua·2/24/2014, 7:45:22 PM·6 votes·1,247 views

#Good Day !
####(Say it back ! -_-')
(if you saw this thread a few seconds ago, it's because I posted it on the wrong account and deleted it again immediately >.>)

I'd like to welcome you to my own Item-Overhaul thread !
In this thread I will explain to you (and hopefully to Riot Games) how I think the Items in League of Legends should be
,
also - I will explain why later - I**'ll be introducing some new Items I think could be good in the League.**
I do hope you**'ll like my general ideas,** as well as that you post constructive and valuable feedback in the comments**,** so we can start a sort of debate :)
But before we start**,** here are some general ... guidelines (?) :

- Any Edit will be found directly under this first text and will be marked with 'Edit'.
- Sometimes**,** if something isn**'t clear,** I might answer a question in the comments**,** so read them to find possible answers**.**
- Feel free to ask if you didn**'t understand something.**
- I don**'t mind downvotes,** just type why you downvoted quickly and I**'ll try my best to avoid that mistake in the future.**
- I**'ll apologize now, but I think this'll be a very long thread,** just skip the talking and look at the 'pictures' (Items) if you**'re not into reading.**
- The numbers are somewhat arbitrary.

Edit (02.25) : Removed Runaan's Hurrican's bonus Attack Range and gave it an additional effect to its passive.


##Item Changes - Tier I Items

So I**'ll start with the Tier 1 Items.**
What I**'m trying to achieve is much more diversity in League - meaning much more Items,** and making as many Items as possible (and logical) Niche**-Items.** This doesn**'t mean I'll actually make Niche-Items,** but if you make an Item similar to another Item**,** both Items automatically become somewhat Niche**-Items,** since you**'ll buy one or the other depending on the situation.** Do you understand what I mean ? I**'**ll be using tactics like that :)

(Niche-Items are Items that are only good on, or against certain Champions, or if you have certain Champions in your team, I think**.)**

Because then**,** there will be much more builds and Champions available and viable**.** This does not mean I want to create a bunch of Executioner**'s Callings ! Niche-Items are supposed to be viable.**
But currently in the 'pro-scene' you see a lot of similar team comps and Item Builds**.** And if there is ever anything extraordinary , it**'s only something you can do with a lot of skill.**
All in all it just get**'**s a bit boring , you know ?

Almost every Bruiser I fight against in lane buys Sunfire Cape -> I want to change that**.** I want to open up other options just as good**,** and I'll start with the Items below 475 Gold**.**

-> Every Starting Item should be just as viable as the others**.** For example : Have you ever seen someone start with Dagger ? Or Brawler**'s Gloves ? Let's face it,** they aren**'t that necessary,** and also Brawler**'s on GP is not a thing.**
Sadly I don't have a solution to that, but I hope Riot will one day.
Here are my suggestions :

###Sweeping Lens / Greater Lens / Oracle's Lens

item 3341 UNIQUE Active : item 3351 item 3364

  • If a disabled unit is destroyed the current Cooldown is reduced by 6%.

This is supposed to primarily be useful against the Teemo problem, but I also think it is just a nice addition to the item.

--

###Rejuvination Bead
####item 1006 Health Regen :

  • ~~ +5 Health Regen per 5 seconds~~ -> NEW Passive : +8 Health Regen per 5 seconds if you haven't been damaged for the last 6 seconds. (Excluding Minion damage.)

I want to make Health Regeneration primarily an out-of-combat or trigger-based stat. Of course there will be exceptions, however, by doing this, Health Regen can become a very valuable Stat to have. Since you can just restore your Health by playing passively for a while. Currently most people don't even notice their Health Regen.

--

Null-Magic Mantle (Cost : 400 -> 360)

item 1033 Magic Resistance :

  • + 20 Magic Resistance -> +15 Magic Resistance.

Even though some Mages depend on their damage early on to dominate the enemy, the option of buying Magic Resistance early game should be available, however the physical damage received through Minion and Champion harass is too much. Therefor, by reducing the cost, Champions can purchase an additional Pot or a Ward. The cost efficiency on the Mantle itself is lowered, however I intend to simply buff the Items it builds into, so it will remain unchanged.

--

###Ruby Crystal Cost : 475 -> 400)

item 1028 Health :

  • +180 Health -> +150 Health

I just got this off the PBE and thought it'd be good to implement it here.

-- ( Items over 475 Gold)

Recurve Bow (Cost : 900 -> 730 )

item 1043 Attack Speed :

  • +30% Attack Speed -> +25% Attack Speed.

As there is item 1031 and item 1057 , there is now item 1043 and item 1018

--

This sums up the Tier I Items**.** There are now 2**(3,** if you include Riot's Ruby changes**.)** new starting Items you can choose from**.** I can imagine buying 2 Rejuvination Beads on certain champions**.** I**'d get 16 HP5 OOC.** That**'s practically an early Garen Passive.**
However this isn**'**t for every Champion -> Niche-Item :)

Off to Tier II !
( First the Items that are affected by the changes of Tier I )


##Tier II Items

Guardian's Horn

item 2051 Health Regen :

  • +12 Health Regen per 5 seconds -> +7 Health Regen per 5 seconds.
  • NEW UNIQUE Passive : The Health Regen of this item is tripled if you haven't taken damage for 6 seconds. (Excluding Minion damage)

I kept some Health Regen, because this is meant for Tanks who have to engage sooner or later again, and if the enemy is poke heavy, this Item would become useless to them.

--

Tiamat / Ravenous Hydra

item 3077 Health Regen : item 3074

  • +15 Health Regen per 5 seconds -> NEW (additional) UNIQUE Passive : Basic attacks regenerate 32 Health over 5 seconds, half amount against minions. This effect does not stack.

Since this item is usually bought by Fighters, I thought changing the Health Regen to this style would be nice :)
Oh, and this is the trigger-based regeneration I was talking about. You have to ask yourself if Regen OOC or combat-only is better. (Personally I think OOC) But this is a kind of Niche-Item as well, it's better on Champions that fight a lot. ( I know I'm vandalizing the term Niche-Item, please forgive me ;<.

--

###Orb of Winter

item 3112 Health Regen :

  • +20 Health Regen per 5 seconds -> NEW UNIQUE Passive : +32 Health Regen per 5 seconds if you haven't been damaged in the last 6 seconds.

--

'New' Item : Heart of Gold (Cost : 700)

Ruby Crystal + Rejuvination Bead

  • +200 Health

  • UNIQUE Passive - Peace : Restore the greater amount between 9 and 0,5% of your missing Health per 5 seconds if you haven't been damaged for 6 seconds. (excluding Minion damage)

    • The strongest Peace effect is dominant

This'll build into some cool shi- ... stuff later. :)

--

Runaan's Hurricane (Cost : 2400 -> 2500)

item 3085 Attack Range, aww yeah !

  • +70% Attack Speed
  • UNIQUE Passive : Your basic attacks fire minor bolts at 2 nearby targets, each dealing 10 (+ 50% AD) physical damage and applying on-hit effects. If no bolt is fired you gain a stack of 'Wind'. At three stacks your next basic attack fires a minor bolt at the target as well.

Runaan's is currently like the ultimate Niche-Item, the things I wanted to create, however Runaan's is on the verge to being a Executioner's Calling, an Item you only buy ... almost never. Maybe against Mundo or Nasus top if you got First Blood or something. Similar to that Runaan's is also only bought on about ~5% of all Champions. Which is good ! I love that in Niche-Items ! I just want to upgrade that number to about ~10% or so. That's a healthy percentage for Niche-Items.
( I probably shouldn't be talking in percentages ... A) because Runaan's is Ranged only and B) because Items like Sunfire Cape or not bought by Marksmen ... >.> But you get what I mean :D )

--

Sword of the Divine (Cost unchanged)

item 3131 Recurve Bow + Brawler's Glove

  • +40% Attack Speed
  • +10% Critical Strike Chance
  • Passive : This Item does not give any Stats while on Cooldown. Champion Kills reduce the Cooldown by 50%, Assists by 25%.
  • UNIQUE Active : Grants 100% Attack Speed and 100% Critical Strike Chance for 3 seconds or for 3 critical strikes. (60 second Cooldown)

Because it's so annoying to get this Item, and not be able to use it to its fullest potential, just because you didn't get the Kill -_-.

--

Catalyst of the Protector / Rod of Ages

item 3027 Passive Regen : item 3010

  • NEW UNIQUE Passive - Valor's Reward : Killing a unit restores 0,3% of your maximum Health and 0,5% Mana over 6 seconds. This effect stacks up to 3 times. (Only on Rod of Ages : ) Kills and Asssits restore 3% of your maximum Health and Mana instantly.

Now, that Health Regen is an OOC stat, having a form of Health Regen for actually being in combat (semi) is much more valuable. Of course this means that the Regen Burst of leveling up is no longer available, and that enemies can't calculate on that -> a constant Regen has much less counterplay than a Regen Burst. However the counterplay is existent in the farming itself. If you can keep the enemy from farming you make the Item practically useless. Also, the stats on this Item are actually nerfed for the early game ( so don't rush it ! ), but if you are a champion, for example Orianna, you can kill the Wraiths and get much more out of this Item. Also, Rod of Ages is available for much more Champions then, Tanks or Fighters can buy it for the sustain and 3% maximum Health Regen on Kills and Asssits -> it simply allows for more/different tactics.
The stacking works simultaneously, as if it were 3 different buffs.

--

Frozen Mallet (Cost : 3300 -> 3150)

item 3022 Long Sword + Long Sword + Ruby Crystal + Giants Belt

  • +30 Attack Damage -> +25 Attack Damage
  • NEW UNIQUE Passive - Icy : Basic attacks deals 5 (+ 0,5%) of your maximum Health as bonus magic damage and slow the target for 1,5 seconds on hit. (40% for melee, 30% for ranged Champions)

Currently Frozen Mallet is simply outdone by Phage in every way. It builds into Trinity, which is extremely cost efficient, even without its multiple Passive's. So building Frozen Mallet, even on tanks, isn't really an option anymore. Even Riot suggests buying Trinity over Frozen Mallet. By allowing for a simpler building path and lowering the cost somewhat I intended to make it available for tanks again. Also trading 5 Attack Damage for magic damage based on your maximum Health makes it attractive for Tanks ... I think.

--

###Last Whisper (Cost : 2300 -> 2600)

item 3035 Pickaxe + Long Sword + Long Sword

  • +55 Attack Damage
  • UNIQUE Passive : Physical damage ignores 8-35% of the enemies Armor. Gain 3% every second you remain in combat with an enemy Champion (stacks up to 9 times) and lose 3% per second out of regular combat. (applies before Armor Penetration.)

--

###Void Staff (Cost : 2295 -> 2525)

item 3135 minor 'Rework' :

  • +85 Ability Power
  • UNIQUE Passive : Magical damage ignores 11-35% of the enemies Magic Resistance. Gain 4% every second you remain in combat with an enemy Champion (stacks up to 6 times.) and lose 4% per second out of regular combat. (applies before Magic Penetration.)

Both Last Whisper and Void Staff have been creating problems with Tanks, since well fed enemies could simply buy these Items and make Tanks who aren't actually behind completely useless. Also they gave a high amount of damage for a small price. With this change I intended to force Champions to fight longer with Tanks while still keeping their power against Squishies (through the higher AD and AP). Also the higher Cost prevents this from being a quick-buy.
I had to differ between Void Staff and Last Whisper, since AD Champions can usually fight longer though basic attacks and have shorter Cooldowns, while Mages need to wait for their Cooldowns to come back up.

--

Overlord's Bloodmail -> Bloodmail of the Ruined King

item 3084 new Passive :

  • NEW Passive : Grants +3 Health per stack (maximum 90 Health). Gains 1 stack per unit kill (maximum 30 stacks). Half of the current stacks are lost upon Death.
  • UNIQUE Passive : Restore 120 + 5% of your missing Health on Kill or Assist over 5 seconds.

Overlord's Bloodmail is currently an Item I feel like can only be bought if you are ahead of your enemies. Early Game, if having only Health as bonus value is good enough, rushing this Item can be very useful, since then all Champion don't have a lot of Health and you will restore 200 Health on Kill or Assist. However the Item falls of late game and isn't as efficient as other Tank Items. By buffing it a bit in this direction, it is much more appealing to Tanks.
Also I changed the Name since I really thought 'Overlord' stands for the Ruined King, however I couldn't find any proof for that, and I really love the Ruined King 'mystery', so I thought I'd just help a bit :)
Another way I think they could push the lore of the Ruined King in a bit, without changing the name, is by adding a sentence under the Item : "Once worn by a great King, who fell to bloodlust ..." or something like that.

--

###Ohmwrecker
####item 3056 minor Active changes :

  • UNIQUE Active : Prevents nearby enemy Turrets from attacking for 2 seconds (120 seconds Cooldown) and disables their Reinforced Armor for the same duration. Using this effect on the same Turret more than once for up to 5 seconds after the effect has ended causes any further effects to last 30% shorter than the previous one. (2 seconds -> 1,4 seconds -> 0,98 seconds -> etc.)

This allows for teams with strong pushing abilities to literally shut down a Turret and destroy it very quickly. If this Item is bought by the Support and the Jungler alone, the effect should last long enough to destroy the Turret. -> More tactics to this item.

--

This sums up Tier II, I think. Now to the real fun :) Tier III Items, oh how I love them :D (Some Items that weren't in Tier II are in Tier III because I made them Tier III)


##Tier III Items
###Warmog's Armor (Cost 2830 -> 2875 )

item 3083 Heart of Gold + Giant's Belt + Rejuvination Bead

poor thing about to get destroyed by me (jk) ...
  • NEW UNIQUE Passive - Peace : Gain Health Regen equal to 1% of your missing Health, if you haven't been damaged for the last 6 seconds this amount is changed to 1,5% of your maximum Health. (excluding Minion damage)
    • The strongest Peace effect is dominant

I've heard rumors of Riot actually wanting to do something similar to this, and I agree partly. The Health Regen of Warmog's is its core function, imo. For Tanks who don't have massive amounts of Life Steal like Fighters or Marksmen, this Item is very useful. But completely gutting it's Regen in battle just doesn't feel right.

--

###Reworked : Guisnoo's Rageblade (Cost 2600 -> 3095)

item 3124 Phage + Blasting Wand

  • +200 Health
  • +40 Ability Power
  • +30 Attack Damage
  • UNIQUE Passive - Rage : Basic attacks and Champion Abilities grant 1 stack of Guisnoo's Rage (max 8 stacks). Gain +5% Attack Speed, +5 Ability Power and +5 Movement Speed per stack.
  • UNIQUE Passive - Guisnoo's Rage : Falling below 40% Health grants +20% Attack Speed, +10% Life Steal, and +10% Spell Vamp until out of combat. 30 second Cooldown.

Trading the instant Movement Speed from Phage for a more constant Movement Speed in battle makes a difference between this Rage and the Rage of Trinity, while making Guisnoo's much more valuable overall. You'll have to decide between better offensive stats or the awesome Spellblade.

--

###Zephir

item 3172 Additional Passive :

  • UNIQUE Passive : Champion can move through units.

I mean like seriously, how can this not make sense to you ?!

--

###'New' Item : Wriggle's Beacon ( Cost : 2950)
####*Wriggle's Lantern + Giants Belt *

  • +400 Health
  • +30 Armor
  • +30% Attack Speed
  • UNIQUE Passive - Maim : Basic attacks against monsters deal 100 bonus magic damage and heal 10 Health on hit.
  • UNIQUE Passive - Beacon : Nearby allied Champions gain +5% Movement Speed and +10% Tenacity when walking toward you or a beacon.
  • UNIQUE Active : Place a guiding beacon at a target location. (2000 Range) This beacon reveals a target location for up to 60 seconds. (90 seconds Cooldown) Whenever a (non-stealth) enemy Champion walks into the beacon range ( ~a bit larger than the Scrying Orb) it creates a leash to the target and reveals them. The duration of the beacon is reduced by one seconder for every second a leash is active. (Leash Range is longer than beacon range, similar to leash abilities)

This is practically the Scrying Orb enchantment for Wriggle's. More on the enchantments when I've introduced all Wriggle's enchantments. P.s. : If you go invisible in the beacon range (enter beacon -> go invisible) you'll still have the leash on you, revealing you.

--

###'New' Item : Wriggle's Will O' Wisp ( Cost : 2695 )
####Wriggle's Lantern + Recurve Bow

  • +50% Attack Speed
  • +30 Armor
  • UNIQUE Passive - Maim : Basic attacks deal 35 bonus magic damage and heal 4 Health on-hit, tripled against monsters.
  • Unique Active - Will o' Wisp : Reveals and disables nearby invisible traps, devices and Wards in a medium radius. Whenever a disabled Ward is destroyed a Will o' Wisp spawns where the Ward stood.

Will o' Wisp : A visible Ghost Flame with 900 Sight Range, that lasts 90 seconds and has 2 Health-bars.

Your Wards will be mine mauhahahahahaha (-> obviously offense tree >.>)

--

###'New Item' : Wriggle's Magical White Robe Of Awesomeness (Name pending) ( Cost : 2695)

*Wriggle's Lantern + Negatron Cloak *

  • +30% Attack Speed
  • +35 Armor
  • +45 Magic Resistance
  • +5% Movement Speed
  • UNIQUE Passive - Clearvoyant : Gain +150 bonus Sight Range.
  • UNIQUE Passive - Maim : Basic attacks against monsters deal 100 bonus magic damage and heal 10 Health on-hit.
  • UNIQUE Active : Place a stealth Ward that reveals the surrounding area for 180 seconds (180 seconds Cooldown).

Explaination : So Wriggle's problem up until now, was that it gave sucky combat stats, weird utility and farm-based gold. It was practically useless for Junglers. However with these enchantments you have the option of upgrading Wriggle's after you've collected ~700-ish Gold with it (paying off its inefficiency and the upgrade cost to the upper tiers). And the upper tiers, while being vision-based, have a lot more use to you. It's similar to how GP/5 Items used to be : Keep them for the longest time and upgrade them when you need it.
The Utility they bring, is a mix between awkward stats (most Junglers can make use of them) and vision similar to the Trinkets. So you can take 1 Trinket and get the other one through the Wriggle enchantments. It's like taking one starter Pokemon (obviously Squirtle) in Pokemon and getting another one of a different generation in a later city (Actually, again I'd take Totodile(water) again ... weird). So yeah, you can also take the Sweeping Lens and the Will o' Wisp, as it would seem. :)

--

###'New' item : Force of Nature (Cost : 2750)

Aegis of the Legion + Heart of Gold

  • +450 Health
  • +20 Armor
  • Unique Passive - Peace : Regenerate 0,5% of your missing Health every 5 seconds, if you haven't been damaged for the last 6 seconds. (excluding Minion Damage)
    • The strongest Peace effect is dominant.
  • UNIQUE Aura - Legion : Grants nearby allies +20 Magic Resistance and +10 Health Regen per 5 seconds.
  • UNIQUE Passive/Active - Mother Nature : Falling below 30% of your maximum Health you gain a healing aura (800 Range) for 6 seconds. Allies inside regenerate 10 + 1% of your maximum Health every second and gain 5(+0,5% bonus Health) Armor and Magic Resistance. (120 second Cooldown). If a nearby ally (1000 Range) Champion is below 30% Health, you can activate this passive actively with doubled Cooldown.

Does anyone of you play Dawngate ? There's a Painter Shaper named 'Zeri', and I must say I fell in love with her Kit the moment I played it. What I really liked was her Ultimate, where she heals and ally and gives them an Aura similar to Lulu. The animations of that Ultimate are simply breathtaking (for me) and I thought the spell that came closest to that in LoL is Janna's Ultimate. So I combined the two in my head and got this. (It's more Janna than Zeri, sadly ...). I really think this could be useful in League, since healing Items (on others) are rare, and melee-ish supports don't have that much healing possibilities. This item opens some pathways for them, especially for non-meta melee supports, who have to go tanky eventually, and who want to keep their support role.

--(last but not least ...)

Executioner's Calling (Cost : 1999 Gold)

The Brutalizer + 666 Gold (Satan, though not for Teemo ... weird)

  • +30 Attack Damage
  • +10% Cooldown Reduction
  • Passive : Basic attacs apply Grievous Wounds on enemy Champions for 1,5 seconds.
  • UNIQUE Passive : Gain +10-25 Armor Penetration based on the enemies missing Health.

#So that's it !
######(finally ...)

Please tell me what you liked, what you didn't like and why you liked or didn't like it. Again, I apologize for how massively long this was (or at least I think it was ... can't see much trough the Preview Box).
Uhm ... what else ...
If you think I didn't explain something thoroughly enough, I'll explain it again in a comment.
I tried to spell-check myself, but it's really difficult ( I used crtl + f). Some words are capitalized on purpose like Champion Stats (Health, Attack Damage, etc.).
The numbers, once again, are somewhat arbitrary, nevertheless tell me if something seems massively OP.
Thank you for reading ! (if you did)

,Jack.

8 Comments

The Anagram King2/25/2014, 12:25:31 AM1 votes

Read all've it. And I'd genuinely be looking for a way to work alot've these items into my build.

The exception is void staff. While the passive stack effect would arguably suit Last whisper, there are a good chunk of burst casters that would simply not benefit from elongated engagements.

It's a cool direction, though.

Guinsuo's Rageblade and Runaan's Hurricane, I particularly like the direction you've gone in. Making range a purchasable resource would be interesting, and Guinsuo is in dire need of a little extra 'oomph'. I've always loved the rageblade, but it's just a tiny bit lacking, to justify a place in a build. Stacking with Tri-force's MS might be overkill, though.

ModCaptainMårvelous2/25/2014, 1:48:23 AM1 votes

Yeaaaaaaaaaah about item 3085s?

You kinda just made that item even more horrifying on someone like Trist or Kog. Though I do like that you actively try to do something with this. Just way too much AS on one item for a niche populated with tons of viable alternatives.

Also if you put ignoring collision on item 3172? That'd be the final nail in the coffin for item 3046, which is already kind of outclassed by item 3087.

XxTSwiftxX2/25/2014, 2:32:37 AM1 votes

Runaan's hurricane is for farming and teamfights. Adding attack range makes it more stronger than it should be thus making it a negative add-on

The nerf on recurve bow was unnecessary because dagger already exists as a tierI niche item

Zephir 'buff' is a complete no no riot already said that they only wanted phantom dancer to do that.

I can understand what you are doing for frozen mallet but why add ranged champions viable to use this. This was only meant for tanks and only tanks. Last time I checked there are no natural ranged tanks.

I think you just made null-magic mantle the most cost efficient overpowered item in the game(If you don't know why then ask yourself why does it cost 400 gold)

Kitch262/25/2014, 2:42:40 AM1 votes

Here's what I'm not a fan of and why.

item 3085 You really need to be careful when giving an item extra range stats. Imagine this on a full build Ziggs. This would push him to an attack range that outclasses all other champs in the game. Also imagine this on a teemo. The damage, CC, and poison he provides will not only be sped up excessively, but also pushed to a further range. Combine that with his MS and shroom-laying ability and you have a champ who induces rage more than ever.

item 3077 item 3074 I think that taking away the cleave passive really takes away the farming niche that this item provided for melee's. Also, the ones who are fighting a lot are most likely going to be the ones who are in the midst of a team fight duking it out. Without the cleave passive, their role in team fights is diminished to just another body taking up space and damage as opposed to taking up damage as well as dealing it out to whoever is in the range of the cleave passive.

item 3035 I would have liked to see a reasoning behind this one. With the current state of ADC item utilization within the current meta, LW is really the best armor pen option to combat tanks or assassins who could run in/tower dive and be out before the passive could really take effect. For instance, a volibear who can still do considerable damage while building health, armor, and MR, could run in and significantly damage an ADC who has built for LS/sustain but now can't initially get past the armor and do enough damage to sustain themselves.