Proposal: replace Runeglaive's Sheen with Haunting Guise
Let's consider the Runeglaive Enchantment. I don't think Runeglaive was such bad idea in theory. But when I see midlane-Runeglaive-Ezreal every other game, Runeglaive might be imbalanced. So I was thinking about what I would do if I were a Riot designer the other day. I figured I'd probably build a mage-oriented jungle item out of Haunting Guise instead.
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I noticed that every finished jungle item (e.g. Runeglaive) costs a standard 2250 gold while an upgraded Hunter's Machete (e.g. Stalker's Blade) costs a standard 850 gold. The difference is 1400 gold. In other words, the cost of any item which combines with an upgraded Hunter's Machete cannot exceed 1400 gold.
A Haunting Guise costs 1485 gold. Obviously over the limit. But if we reduced the AP of Haunting Guise by 5 and reduce its cost by 110 gold (~100% gold efficiency's worth of 5 AP), then Haunting Guise would cost only 1375 gold. This price is comparable to the Brutalizer (1337 gold) used to build the Warrior Enchantment.
I envision that the finished jungle item would operate similar to Liandry's Torment. The name isn't important right now, but for convenience I'll refer to it as "Maple's Lament" (Legend of Zelda; R.I.P. Iwata). The Warrior Enchantment is the easiest for me to calculate the gold efficiency of since consists of just raw stats. Upgrading to Warrior gives about 477 gold worth of free AD. A single Amplification Tome gives 20 AP for 435 gold. Liandry's Torment has a negligible gold deficit (i.e. the burn passive is free). So in giving Maple's Lament some hard numbers, I'd say
Maple's Lament
with
's passive
- +30 Ability Power
- +200 Health
- Passive: Gain +50% Base Mana Regen while under attack from neutral monsters.
- UNIQUE Passive - Eyes of Pain: +15 Magic Penetration
- UNIQUE Passive: Dealing spell damage applies a damage-over-time effect for 3 seconds that deals bonus magic damage equal to 2% of the target's current Health per second. This bonus damage is doubled against movement-impaired units and capped at 100 damage per second vs. monsters.
I prefer the burn passive to the spellblade passive because it will give mages a more consistent clear-time without (to paraphrase Scarizard) "just throwing a bunch of AP at them" like the Magus Enchantment did. The burn passive won't depend on AP ratios. Since the burn passive scales with enemy HP, it stays relevant late game. It helps clear dragon and baron. Most importantly, it won't help clear lane creeps since they have such low HP. Simultaneously, Eyes of Pain will help mages deal enough damage during ganks in the laning phase.
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's passive