Ap Item & mage overhaul concept # 2 TLDR Version with TLDR
AP items have different problems then just a lack of damage
There are a bunch of 100+ ap items out there and the rest either grant defense or additional ap scaling + base damages
If it where up to me i would start with
and make it lose the GW and make it even cheaper
Then rework
now giving flat pen instead And applying GW if you deal X% damage
It would also gain a new passive as well, a passive which makes your damage bypass shields except for spell shields or black/magic shields
Then i would change
to build out of
+ 865
Now granting 150 AP and increasing magic spell damage by 25%
There mages now be super effective vs squishies ignoring shields and all with high amounts of damage a bit sooner in the game.
Individual tweaks can then follow to grant certain mages % penetration or damage to make them better picks vs beefy targets where it makes sense to diversify the class
A tweak for AP burst/ assassin
loses the % burn in favor of a bleed effect which scales directly with X% AP bleed last shortly but also leaves a trail which increases movement towards the target similar to how
works
Better sticking better utility stronger vs squishy targets
If ADC get to be good vs Tanks then APC/Ap Assassin get to be good vs ADC they also get some additional early & mid game scaling for greater impact sooner vs most targets if they choose to do so but that will cost them survive ability Greater utility as well All this at the cost of being weaker vs tanks (or what passes for a tank)
I would change 1 more item
Short Cooldown on the slow, set duration when applied, no more dot abuse. Much better that way for melee champions to deal with.
Loses 15 ap
Gains 200 hp
So it would be 60 ap and 500 hp less toxic slow element
There an actual ap bruiser item which isn't super toxic
**
New item is meant to counter AD
**
could definitely use a secondary upgrade path and it's time to touch on it as the final part of my mage item update thread as this will be the 1 new item i would introduce if i could.
+
+ 800 gold =
Frost Guard Raiment 90 Armor 35 AP Unique 10% CDR Unique Passive - Cold Steel Unique Passive - Covenant of Cold harbor: Hitting an enemy with a spell reduces their attack speed by 15% for 1 second and steals 2% of their mana, when no more mana can be drained it takes their life force instead. on target cool down of 2 seconds (doesn't affect minions)
Neither cheap nor very expensive and meant to counter AD opponents.
Doesn't give much offensive power, just what arm guard would provide but it will grant a hefty amount of armor access to attack speed slows and a way to get some mana back by hitting enemy champions while getting rid of their resource pool to attack you shortening the window of opportunity for successful engages over time. Not as effective vs manaless opponents but it will help keep you topped of hp wise instead while granting a little more damage. However your mana won't stay topped off so you will run out more quickly making it more important to land every hit.
Pretty much the crap they picked talon & rengar item i would rather not feed my eyeballs out of their sockets so ill pick this and hope for the best
TLDR( this is already the tldr version but whatever) If ADC get to be good vs Tanks then APC/Ap Assassin get to be good vs ADC Greater utility, Stronger faster, better vs low defense, weaker vs high defense. Individual tweaks can then follow to grant certain mages % penetration or damage to make them better picks vs beefy targets where it makes sense
There full overhaul for mages complete