What if we had "keystone" items?

Miku Lv99·3/31/2016, 1:05:07 AM·2 votes·352 views

Not exactly sure how to describe these, but I don't mean putting the keystone masteries on items. What I mean is more like, if you could add one really important upgrade to an item for a champion, what would you want? In other words, what if a bunch of items had some fancy new upgrade, but you could only choose one such upgrade?

Consider some of these ideas: item 2301 - Gives 100 extra health, 25 more AP, 50% more MP5, 10% more CDR, and the old inspiration mastery (and similar things for the other eye items) item 3089 - Increases ability power by 55% instead. item 3143 - Gives 100 more health, 10 more armor, and gives when hit by basic attacks, also slows the attackers movespeed by 15% for 1 second. item 3031 - +5 AD and increases crit bonus damage by 70% instead of 50%.

And remember, you can only buy one of these. So it wouldn't make champions that much more powerful than they currently are, since you couldn't get a full build of these crazy things. You might wonder what's the point. Why just make everyone more powerful? Well there is a point to this. You see, those new and improved eye items (and presumably their other gold income items as well) would really help the state of supports. But at the same time, they wouldn't be easily abused by AP mids since then they couldn't get their obviously needed better Rabadon's or other more important item to an AP mid. So overall, it would really help supports, which really need help right now.

Also figure that these fancy upgrades would cost around 1200 gold or so. Of course it would probably need some adjustments but I think something like this would be able to get the game to a better place.

2 Comments

boosted frog3/31/2016, 1:40:35 AM1 votes

Maybe some changes to their passive but nothing too serious like..

With deathcap dealing 30% of an enemy's hp under 1.5 seconds creates a non-AoE explosion that damages for an extra 30(+ 10% ap) true damage (so max dmg is 130 if you get an ideal 1k ap)

Randuin gIves you an hp barrier based on how many enemy you slowed (max 150?)

Sunfire cape's AoE increases and 1/5th (lol) of its dmg is dealt as true damage

Luden echo gets an active to instantly recharge back to 100 (90-180 cd)

Liandry burns based off a static dmg of 3% of current hp rather than to recalculate dmg every tick but it's dmg to cc targets is weakened (might be a bit too op idk)

Chaos Milk Tea3/31/2016, 2:41:28 AM1 votes

I agree this would add a lot of depth to building, though we already have this in a few items Firstly, we have it in boots: item 1001 Every boot has a final enchantment. There is a similar concept in the jungler blades: item 3715

A good example:item 3089 Say rabadon's only increased AP by 25% and gave 100AP, but costed only 3000 gold. You then have three choices for upgrades for 800 gold:

ENCHANTMENT 1: Gives 20 more AP and Increases AP by an additional 10%

ENCHANTMENT 2: Gives 250 HP and a Unique Passive: Champion has an aura that deals magic damage equal to 5% of your ap every second

ENCHANTMENT 3: Gives 20 more AP and a Unique Passive: Whenever you apply cc to an enemy champion with a spell effect, gain a stack up to 5 stacks. Each stack grants 1% cool down reduction in addition to the 40% cap.

This example isn't meant to be balanced, but rather demonstrate how the item has a main purpose: Be the big capstone of a mage's build, and then add an extra nuance to how a champion would use it or what you need for this game.