I wonder if we could do something about Tear to make it fit better in this faster paced game?

Esio Rex·10/3/2017, 3:01:24 PM·95 votes·10,883 views

Here's an idea I've been playing around with for a bit: Maybe drop the cost by 350, remove the 250 Mana it starts with and turn it into a starter item perhaps?

#New Item:

Tear of the Goddess (400g)

Unique Passive - Awe: Refund 15% of Mana Spent Unique Passive - Mana Charge: Grants +4 Mana (max +750 Mana) for each spell cast and Mana expenditure. (Occurs up to 2 times every 8 seconds).

Give it a bit of a more early start to help Champs that could make use of the stacking not get neutered due to the lack of any damage or sustain on their first back? I feel it could be fair because unlike most starters it offers nothing but Mana Management compared to more damage and sustain like the others.

130 Comments

Timely Voidling10/3/2017, 3:10:25 PM43 votes

Why not? We've got starters for just about everything else:

item 1082 For Cheesers looking for that snowball and a potential item 3041 for big damage item 1056 Reliable start providing AP and a bit of Mana Regen item 1055 Reliable start providing AD and HP Sustain item 1054 Reliable start providing Defense and help with clearing Minions item 1083 Risky start for players that want to rush items So why not give this tweaked version of item 3070 A risky start for players looking to play the long game?

RiotRiotRepertoir10/3/2017, 11:17:00 PM38 votes

Sounds interesting. I do suspect it's pretty broken, though a lack of any real stats might counteract that, and even then, it's not necessarily something that couldn't be worked around.

Even if we were to change Tear to be more powerful, the problem it's meant to solve honestly isn't one that many champions are faced with nowadays, insofar as extreme Mana gating is concerned. Maybe we should change it to be more of a playstyle option than champion binding or something. Maybe more people want to buy Tear and its upgrades than I'm giving credit to, but it seems more like a burden/requirement for certain champions than it does an exciting playstyle opportunity in its current form.

Another option could be to just amp up the power of the upgrades a bit once they're stacked up and upgraded. Basically, I'm not sure whether the best approach to Tear should be closer to "make it turn on earlier because games have become shorter" or "make it more powerful once finished to compensate for the early game power trough incurred by taking it."

Slythion10/3/2017, 3:29:26 PM14 votes

Id rather have the game slow down than to adapt items to match how it sped up

R2D2010/3/2017, 6:02:34 PM4 votes

While I like the idea, my only hesitation with it is that Rito balances around mana users having a harder time in the early game due to mana management, and this seems to be a gold efficient alternative to bypassing that. Sure there is a bit of a trade off but I don't know that it is notable especially on some casters (Cassiopeia , Singed , Ezreal )

EkyonKun10/3/2017, 3:46:28 PM3 votes

As long as item 3003 keeps the 250 base mana, I think this is a solid idea. A potential issue, though, is the combine cost would be 1450 gold. That would make it the most expensive AP combine cost in the entire game. Not that it would make people get it later, but it sure would suck to back with 1300 gold and be able to not afford it.