Certain Items Need a Change

UrbanSerpent·2/18/2016, 3:30:49 AM·1 votes·396 views

Hello players and staff,

I'd like to address the issue at hand which is that Guinsoo's Ragebladeitem 3124 is much too strong right now, and needs an adjustment of some sort which will make the item unique to fighters. Back then, the item I felt, although lacking in variety, was certainly something you could find on auto-attack oriented fighters that could help them survive a tough matchup.

When you take into account that you can now put this item on any sort of sticky/mobile fighter

(Shyvana Trundle Tryndamere Aatrox XinZhao Jax IreliaRengar Kayle MasterYi LeeSinFiora ) and then consider that they regularly build Devourer and/or Blade of the Ruined King, it makes for quite an arduous fight, of which there is hardly any favor for the opposition. Also, any combination of this and a tank item (Sterak's/Randuin's/Deadman's) only increases the challenge of taking down this fiend.

The thing about the item is that it is too specific to build against. Focusing down the possessor is out of the question considering that if you are someone NOT building this, any sort of personal defensive items render the trade out of the question unless you are a champ specifically designed to counter this. (Rammus Shen Malphite Nunu) Only a strong combination of CC could take out the champion, and that would require a considerable amount of summoner spells and peel to throw damage out. Were I to go support against this champion, it would require that I get Frozen Heart and Aegis and have reliable amount of crowd-control that I could peel them away from allies. As it stands, stepping too close to any of these champions (assuming not sated) will result in a good size chunk of health taken off of the ally. These are not even Juggernauts that can be kited relatively well. They will full on dive a tower and BE ABLE to get the kill.

There is also the niche aspect of Kog'Maw using this item extensively to the point where allies will remind me to get it nearly everytime I do not buy it as a 3rd or 4th item. Did you know it's ridiculous on him as well? Yes, Kog who regularly builds BotRK and Runaan's just has a field day whenever he gets the item. Hardly any ADC can trade him well after he gets the item, but being a fairly squishy ADC, still has SOME problems facing tankier champs or assassins. But if they fail, he will inevitably win the trade.

It's a bit of a disappointment because I LIKE FIGHTING. The fact that there is an item and mastery (Fervor of Battle) that dissuades the opposition from ACTUALLY FIGHTING is a bit aggravating. I make this exception with Jax because it was indicative of his gameplay. You do NOT continue to fight Jax alone. There are exceptions, of course, but it is thematically HIS passive. You just stop fighting him because he's designed to be stopped fighting against or you lose the trade. Nearly the same thing with Tryndamere, except he has relatively less safety. Fine. I am seeing the item reoccur so much with such similar builds on the champions mentioned that it just strikes me as off-putting design.

It would seem that we ALREADY have the appropriate items for extending area-of-effect damage to fighter and mage types. These items are both Hydras, Iceborn Gauntlet, and Luden's Echo/Runic Echoes. It's damn near impossible to stack so much armor and magic resist auras and personal defense items when the enemy simply stacks major AoE or crowd control.

As for Fervor, there are some AD carries that I find utilize it a little too well: Kalista MissFortune Jinx Sivir This is really along the same lines as Guinsoo's where fighting extensively is unfavorable. In combination with Rapid Firecannon as the go-to crit/attack speed item, any form of trade (especially around mid-late game) makes it difficult to match numbers with actual skill.

As a final note, Frost Queen's Claim should get a change as well. PLEASE go back to the initial skillshot it once had. I don't think it fair to throw an item out that can self-snowball certain mid-lane mages, or cover warding by simply revealing where enemies are at a given time. I thought that was the intended change for Blue Trinket, but being able to simply click a button and FIND enemies seems bad design. I don't like having items that encourage me to chase as a support. I want items that make me feel useful in a teamfight.

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