Let's have a Fair Discussion about how to Improve AP Itemization (Long Read but Worth It!)
Let me know what you think of this and propose your ideas!
Now, let me start by saying that the changes I am proposing are to adjust and diversify AP item builds to suit different playstyles and mage classes. Therefore these changes would of course entail changing costs to compensate for item efficiencies to balance them out (which is also the reason why I don't mention combine costs in most cases). The intent is to identify and tackle the current problems that AP itemization has without increasing mages power curve a whole lot; lets list them :
**1.- ** AP itemization is extremely streamlined, there are a bunch of items that no one buys and almost all mages buy the same build or they are out of the meta. You always need to start with the same build path: Morello or RoA and get at some point Zhonya’s plus your other regular AP items.
**2.- ** Some of the AP items have confused identities. Items like RoA, GLP, Rylais and Protobelt ask you build health, but that stat is wasted because you are going to get blown up in 2 seconds at most anyhow. The itemization identity of Tanks vs AP caster should be better defined.
**3.- ** Many items have build paths that are way too inefficient: they either have weird components that most mage types do not want (Catalyst and Hex Tech Revolver) or don’t have intermediate components and are super inefficient to buy (Rabbadons)
To keep this thread readable, I will describe now the needs of each mage class and reference that in the items I propose when needed. Keep in mind these are play patterns and some champions should access different patterns depending on what they build to different degrees of success.
Battle Mage: Needs survivability, sustain and to cast spells relatively often
Bust Mage: Needs a way to get to its target and tons of damage
Poke Mage: Needs a way to not be near enemies or dodge their attacks and constant access to their spells
NOTE: If I don’t mention an existing item assume, keeping gold value aside, it would remain the same
**STARTING ITEMS **
Doran’s Amulet: ** Defensive side of Doran’s ring. Instead of regenerating mana on minion kill, whenever an enemy damages you, gain 15 armor and MR for 1 second (20 CD)** (intent is to protect you from difficult lanes like Zed). Would also give you 20 more health but regen less mana Starting Mana Items: Goal is to have mana items for different users that have less combine costs but are also more utility based (multiple mana items unique passives don’t stack)
-
Tear of the Goddess:
grants 5 mana on spell cast and now charges at 500 instead of 750, but doesn’t refund any mana -
(Battle Mage) Arch Angel Staff:
+
: Refunds more mana on spell cast that on live, but has less base AP ( shiled and passive can be stacked with battle mage items I propose later for passive damage) -
(Poke mage) Poke Staff:
+
: Gives mana sustain and around 60 AP. Unique Passive: Each time you hit a champion with a spell, you gain 1% CD reduction up to 10% that can surpass the 40% cap (DOES NOT APPLY TO ULT) (you lose your stacks if 4 seconds pass without you hitting an enemy champion) (can’t be stacked with
). -
(Burst) Morellonomicon:
+
. now only give 10% CD and around 80 AP (CD compensated on Ludens) -
RoA:
+
+
. Now gives more health and way less stacking AP, becoming an item for AP tanks that want to deal damage and Battle mages that want to have survivability.
DEFENSIVE ITEMS
-
**(Poke and Burst)
,
and
** remain the same -
(Battle Mage) Mage Armor:
+
: Gives health, mana, armor, 60 AP. Active.** For each 100 AP gives 5% damage reduction for 2 seconds** (active effect shared with Zhonya’s and passive with RoA so it has diminishing returns if you stack them) -
Rylai’s: gives now 80 AP instead of 75, but gives 200 health instead of 300. New passive. The first magic spell that lands on each unique champion every 12 seconds slows for 40% for 2 second instead of 20% for 1 second (it still slows for 20% for 1 second after that)
HEXTECH
(item effects and builds are too goofy to be good on most characters, however there is an opportunity for good items there)
-
**Hextech Revolver:
** New passive effect: gives you 10 AP until after you enter combat with an enemy champion. IT also has a 40 second CD but you need for to not be in combat with a champion for it to activate) (so you can “first strike” for 10 extra AP) -
Hextech Cannon:
+
+
Gives you 30 extra AP (80 base) until you enter combat with an enemy champion (30 CD) (so you can “first strike” for 30 extra AP) -
Hextech Protobelt:
+
. Active works by using item on enemy champion (so you have to press the item number on the enemy). When you are in range to dash to the enemy (550 range), you channel for .5 seconds and then dash 350 untis to the target in a line between you and the location he was when you started channeling.** Can’t cross walls still and doesn’t shoot bolts anymore (Goal is to have it actually be good on immobile mages that want to set up a combo, while having counter play)** -
(Battle Mage) HexTech GLP-800.
+
, active remains the same slightly higher AP scaling and lower base damage
HIGH DAMAGE ITEMS
-
Rabbadon’s Wand:
+
+ high combine cost. Unique passive: For each takedown on an enemy champion gain an extra 75 gold up to 300 -
Rabbadon’s Death Cap: Rababdon’s Amulet +
(cost is increased from 3800 to 4200)
Luden’s Echo “Echo” Passive (they can’t stack)
-
**(Burst) Luddens Echo. **
+
(now gives 10 CD, duh) -
(Poke) Nedduls Echo:
+
.When landing a spell on an enemy champion, get a surge of movement speed (also has to gain charges to activate but gains them slightly faster)