Thoughts about AP Items
**Disclaimer: Just my thoughts/feedback about AP items. If something bothers you or you disagree with me then feel free to argue about it in the comments but don´t take it to seriously. **
Mana Items
-
are niche but in a healthy spot. -
: Isn´t niche and it overshadows other mana items at the moment but that´s rather because the meta favors it at the moment (early game/midgame meta). I wouldn´t change it at all but rather look at the other items. -
is niche but has a few problems. It is a lategame item and therefore should have some drawbacks to build in the early game but those disadvantages are to big and it becomes way more problematic if games tend to be shorter.
Suggestions:
New
(ap variant but for symmetry´s sake I would recommend an ad variant of this too):
Build Path:
+
+ 215 gold (New Cost: 1000 gold)
Stats: +250 Mana (+750 Mana through passive) +20 AP (+10 AP through passive)
Unique Passive - Awe: Refunds 15% -> 10% of Mana spent.
Unique Passive - Holiness Charge: Grants 4 maximum Mana on spell cast or Mana expenditure (up to 2 times per 8 seconds). Grants +1 AP every 75
maximum Mana you got through this item (possible maximum of 10 AP). Mana Gain Caps at +750 Mana.
Those changes aim at smoothing out tears build path and making it a bit less punishing in early- and midgame. It enables to get a bit of ap earlier, so you don´t have to save up to 1250 gold to get some ap and you don´t have to fully renounce on ap if you want to build tear as soon as possible.
(Based on the change above) New
:
Build Path:
+
+ 1250 gold (Costs the same as before: 3100 gold)
Stats: same as before
Both changes would most likely be to much (would rather pull the second change back than the Tear change), but Archangel´s build path needs to be less punishing. Because it feels awful to get tear and awful to wait until you have 1250 gold to get ap. And delaying an item which needs to be stacked also feels pretty awful
isn´t that niche and in a rather good spot. Still could need some look at it. If I had to change ROA I would make it being build of 2x
, because its less punishing if you have a hard match up/ lose your lane. But I think it´s fine as it is now.
Penetration Items
: Is practically a must buy item. It is good against everyone because it penetrates also base mr.
Suggestion: Give it the "Last Whisper Treatment" -> Make Void Staff a component which can be build into two items. One option causes Grievous Wounds. And let it only penetrate additional mr.
->We could need more flat mr penetration as a stat if Void Staff only penetrates additional mr.
-
: It feels weird that its full potential is bound to
(dependent if you have cc or not).
And its stats/passive are a bit confusing: flat mr penetration suggests that it´s good agains squishier targets but the 2% current health passive
suggest that it´s good against tanks.Suggestion: Give it %penetration since the passive defines Liandry and not the flat mr. And make either an alternative of Void Staff or an option of Void Staff.
-
We would need some new flat mr penetration items. And depending on how strong they would be with or without stacking (like Ghostblade, Duskblade and Edge of Night can stack lethality with each other).
Rabadon´s Deathcap
It didn´t age well and now it feels awful to build (especially after overall ap got reduced). It is the most expensive item in the game (without Ornn Upgrades) and its build path is terrible compared to
. Building all components of IE leaves you with further 425 gold to spend for the full item while Rabadon leaves you with 1265 gold to spend for the full item. Also does IE multiple things: it gives you ad (normal attacks and abilities scaling with ad), crit chance and increased crit damage. Rabadon in contrast only gives you more ap (abilities/items which scale with ap and attacks against towers). It kinda feels lackluster even if it´s as strong or even stronger than IE.
Suggestion: Change
to an item with a higher price and give Rabadon an additional unique passive which empowers abilities in some way.
For example: Frightening Premonition: Deal damage to your target while it´s above 50% health to deal more damage (based on how much magic damage (10%/15%/20%/25%/30% of his maximum health) you dealt to him) 1%/2%/3%/4%/5% while the target is below 50% health.
Seeker´s Armguard
It doesn´t really feel satisfying to buy because of the stacking mechanic (same goes for
). It feels unrewarding to buy an item which needs to be stacked and you barely notice the result or buy the upgrade which doesn´t continue the stacking mechanic.
Another point is that Seeker´s Armguard could need an alternative (something like
) which gives you an ad shield if your health drops below a certain point.
(estimated price - 2775g) - 85 ap, unique passive - 8% bonus movement speed, unique passive - 35% magic pen, unique passive - Cruel Touch - your damaging abilities applying gravious wounds on target and reveal it for ~4 sec.
+
(estimated price - 2950g) - 250 HP, 65 ap, 40 mr, unique passive - eyes of pain - 20 magic pen, unique active - Quicksilver - Removes all crowd control debuffs and also grants +45% bonus Movement Speed for 1,5 sec (90 sec cooldown).
+
.
(reworked)
+
(estimated price - 3050g) 100 ap, 300 mana, 15% cdr, unique passive - kills and assists restore 20% of your max mana, unique passive - each kill gives you additional 1% cdr up to 10% (item total 25% cdr)
8
(changed)
total cost lowered to ~2975g, 95 ap, unique passive - 10% movement speed out of combat, unique passive - gains charges upon moving, casting spells and auto attacking (up to 100) at 100 charges, the next damaging spell hit expends all charges to deal 50 - 86 (depends on lvl) true damage and then + 15% ap as magic damage up to 4 targets at hit. (champion kills gains you additional 40 charges - half of amount for assists)