Reworking Hybrid Items: Hybrid 2.0

SnowFall··1 votes·796 views

item 3124 New second unique passive: After 7 spellcasts or basic attacks gain a buff called "Rageburst". Rageburst - your next spell or autoattack will deal 10% more damage and you will get healed by 30% from damage dealt.

item 3115 AP Removed Now requires only item 3101 to build Total item price reduced from 2920 to 2570 due to AP removal Attack speed buffed from 50% to 60% 20% CDR untouched Unique passive: Basic attack deal 15 + (3*lvl) bonus magic damage on hit

item 3146 **Lifesteal removed Spellvamp buffed from 20% to 25% Now builds from item 1037item 3145 Total Price unchanged Unique Reload removed Unique active is now a skillshot, deals 15% from target's current hp in magic damage (minimum 100 damage), instead of slow now knockbacks the target by 400 units. Has 50 seconds CD and 700 range. **

10 Comments

67chrome2 votes

Rageblade suggestion seems workable.

Nashor's Tooth is way to redundant with Wit's End and Feral Flare.

Gunblade building out of Gunblade is just silly, and prevents the item from being built ever. The changes are also awkward - Kingblade and Deathfire already offer solid %HP choices, and applying a knockback means hard CC is suddenly available in itemization.

SerBlaise1 votes

I like item 3124 , but the other two are weak item 3115 and INSANELY OP item 3146. All though i do like the thematic consistency of a gunblade that knocks you back (It's still OP though...25% current HP is insane for an activated item....no item or ability has that. it's CD would have to be >5-6 min, which makes it boring as hell.)

SnowFall1 votes

I like item 3124 , but the other two are weak item 3115 and INSANELY OP item 3146. All though i do like the thematic consistency of a gunblade that knocks you back (It's still OP though...25% current HP is insane for an activated item....no item or ability has that. it's CD would have to be >5-6 min, which makes it boring as hell.)

Changed to 15%

ploki1221 votes

You always have to assume worst case scenarios. In this case, it's :

  • Poppy Ult : +40% dmg.
  • Gunblade : 21% current hp (21% of max).
  • DFG : 21% max hp.
  • Poppy's Q : 13.45% max hp (caps at 3400 hp).
  • BotRK proc : 11.2% of current hp (5% max hp).
  • BotRK active : 14% max hp.

So your combo deals 80% max hp to anyone that is full health with less than 3400hp (and that's before adding the Q flat damage which scales with 1 AP, plus a possible lich bane and other spells). Adding more sources of +% hp is not really a good idea until the edge cases are fixed.

ObscureClockwork1 votes

I don't like changes on gunblade or nashors We have a CDR + ASPD item. Zephyr.
Also, we have an item that does 42 magic damage per hit right off the bat (Wit's end) Removing the AP and AP scaling on nashors seems odd. Whats the point?

Gunblade looks like an insane buff to akali. Pretty much you got rid of the stuff she didn't use, for more stuff she would use. But some gunblade users actually used the lifesteal. I don't really see how this makes the item a better hybrid item.

For rageblade, rageburst seems like it'd be neigh impossible to use unless you are someone named cassiopeia, karthus, or akali, or the timer for the stack removal is really high And pretty much it would be used on akali. Unless it is just any 7th use, but then that would be pretty odd, considering all effects of this sort is based on in-combat use. This way you can't load up your heal.

Willahelm Fulber1 votes

Nashor's item price would need to be raised a lot for the recommended stat changes; the fiendish codex is where 10% of the CDR comes from, and on top of that you're suggesting increasing the attack speed.

watbesh1 votes

Some small things for Hextech Gunblade, as I can't point out anything new about others;

  • Its recipe has Gunblade itself (I assume you meant Hextech Revolver).
  • Will of the Ancients has 20% spellvamp, and I don't think Gunblade should surpass it (as a hybrid item).
  • I'm not sure if letting an item interrupt channeling is a good idea. And since it is no longer built from Bilgewater Cutlass, active is not really a must.
Miezner1 votes

That new rageblade would make warwick, master yi, and jax, and corki even more op than they are now. Remember, there are alot of AA based champs that scale with both ad and ap. Adding a rageblade like that to their build path would just make them insanely strong. Plus would the rageburst proc on buildings? In that case you could heal off of a tower.

Doesn't the gunblade already deal 15% (+AP) of target's max hp in magic damage?

Atajo1 votes

Have to say that these all strike me as poor changes to make. Going through them one by one:

Rageblade: This item already suffers from a combination of problems that prevent it from being a practical item at most serious levels of play. In order to utilize Rageblade, your champion must: consistently auto-attack (or the AD and AS buff is wasted), have decent or better AP ratios (or the AP is wasted), have medium-short cooldowns, and be able to survive long enough to use the 50% trigger in the first place. The problem is that a champion that meets enough of those criteria is better benefited by Trinity Force (AD, AP, AS, benefits from frequent spell casts) or Blade of the Ruined King (AD, AS, %health damage, sustain that's not dependent on losing health) for AD centric builds, while Nashor's Tooth (AP, AS, extra AP scaling on auto-attacks) and/or Lichbane (AP, massive damage spike from mixing spells and attacks) are superior for AP centric builds.

Your change solves none of this, and adds an abuse case to worry about. Incidentally, a one shot percentage increase plays significantly better with burst, which is counterproductive to the item's purpose of DPS. This should not be implemented.

Nashor's Tooth: So, we're going to remove one of the two items that supports the auto-attacking mage and replace it with a terrible Wit's End knockoff? That's a bad idea. Wit's End does significantly more damage at all stages of the game than this due to the MR drain effect, while simultaneously providing the defense that works best with strong base damages. It's a fighter or tank damage item. Your idea has no defense for the fighter or tank, who will ignore it, and not enough damage to be worth the pickup by a more glass-cannon type. What was the point of this suggestion?

Gunblade: Hard CC should NEVER be placed on an item. Forced displacement, literally the strongest of them? Never stops being a strong enough word. The entire game would then need to be balanced around the fact that every champion can acquire hard CC if they want it. Which is fine if you start from that premise, but League did not. You would need to rebalance/rework all ~120 champions to avoid oppressive chain-CC locks. The rest of your proposed changes to Gunblade are pretty mild, though I do disagree on buffing spellvamp. The spell vamp numbers are low for a reason, because high numbers have historically been balance warping.

SnowFall1 votes

almost no one liked it guess I can work at Riot balance now

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