How to put thronmail in a good spot without ruining it completely.

TheUnseenRat·8/10/2015, 2:55:18 PM·1 votes·540 views

I always wished that riot would add more gameplay around tank items especially considering item 3075 that becomes ether too strong vs adc and auto attackers or too weak to do any meaningful impact.

So here is what I thought:

Passive Unique: On being hit by basic attacks, returns 20% of damage, before any reductions such as armor, as magic damage.

Active: for the next 7 seconds increase the damage that returns to the attacker to 40% (30 sec cooldown).

-Adding more decision making around thornmail using it at the right moment for returning more damage -Adding more meaningful counter play by avoiding attacks on the target during the usage of thronmail active duration.

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Lifesteal is also an efficient way to deal with thronmail and completely negate all damage taken from it. so another way to buff thronmail is to add a stacking healing reduction on its passive and remain only the refection damage on his active.

Passive Unique: On being hit by basic attacks, reduces all healing effects by 5% for each auto attack (maximum of 10 autos and 50% healing reduction) at 4 seconds duration that refreshes for every auto.

Active: for the next 7 seconds, being hit by basic attacks, returns 40% of damage to the attacker (30 sec cooldown).

-in order to get the full effectiveness of the item passive and active you should let enemies stack their healing reduction as much as possible and then use the active to avoid the life steal to negate the damage been returned. -the healing reduction effect will mostly harm adc and other heavy auto attackers rather than mages and tanks that rely mostly on their healing (like Zac ,DrMundo ,Vladimir ,Fiddlesticks,Swain )

The second idea may hurt too much melee auto attacking healers ( Irelia ,Aatrox ,Warwick ) so Im aware it might counter too hard those champions.

2 Comments

j j8/10/2015, 3:25:02 PM1 votes

When you activate it it can make you thorny or horny whichever you prefer ;) in game visually and the spikes can shoot out at whoever is dealing the damage. Melee taking the damage instantly and ranges taking the damage based on their distance. That way people have time to react to the damage and the item can still retain a sense of strength. (by react I mean teammates healing, shielding or the own user using heal) now that would be an interesting mechanic as it still is strong but leaves room for the enemy to play smart against it.