items that are parts of bigger items shouldnt have important passives that get carried on

Knight SoIaire ··2 votes·287 views

as the htread says when new bc was given to us and we got a second item that builds from phage what realy happened was not creating some diverse build patchs but starting an internal war beetwen trinity and bc, one excludes the other becuase one phage gets wasted

i suppose the same thing goes for cinderhulk and sunfire

while i think that its cool if those items gain some effects early on, its realy a harsh thing in game when you have to pick your items and yoyu notice thatyour champion would work optimaly with both but you will lose gold

4 Comments

jDVL20eCYs1 votes

no

ValyrianBlade1 votes

Trinity force is a perfect example of an item that means this can't happen.

All 3 components have important passives that carry in to TF. If you take the passives out of the build then TF is just really painful to build. If you just make it all have new passives that's a lot of work.

It also allows Riot to stop certain build combinations from being too OP. TF goes great with black cleaver because it gives attack speed on top of other stats anyone wants, meaning black cleaver procs more often. Add in spellblade with black cleaver's 20% CDR. The two items are really synergized so it makes sense to lose a passive by combining them.

I've taken to iceborn gauntlet + black cleaver btw, 30% cdr in 2 items with both Sheen and Phage procs, with IBG's aoe slow on hit. Great sticking power, and cheaper than TF. I prefer TF when it's going to be my only offensive item.

Irelia Bot1 votes

It does kinda suck since if I was on a super AD heavy team I would often get Zeke and/or BC on Irelia since both would be used to basically their full effect in team fights. (80 AD 40% life steal for the team makes zeke's more then cost effective without the health and CDR) Reducing armor of the enemy team is nothing to laugh at when they have 2+ with more then 200 armor.

But having rage give twice it's effect would kinda be overkill since that would be 120 movement speed on killing a minion.

Perhaps if they were to make interactions between the same unique passive be 1.5 then that would be more reasonable aka 90 MS on a killing a unit instead of 120 and 30 on damaging a unit instead of 40 then it might not be as abusive.

Would have to change them from a unique passive to something else (semi-unique might be a term to use) but that would in effect make them be an option of building together sometimes if the items would best work together in a given case. Aka make it be three fourths of the effect of both or something like that.

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