Pyro's Item Overhaul - The Carry&Fighter Project (Critical Strike rework, Fighter items rework)

Pyro··14 votes·2,524 views

TL;DR: Remove crits from lane - Tune down crit damage - Make crit builds more than just damage (with less raw damage) - Rework the fighter items

http://i.imgur.com/TX71yqN.jpg

This item overhaul is a fanmade set of suggested changes to improve the gameplay diversity in League of Legends. The ultimate purpose is expanding the realm of possibilities, both in the spectrum of "viable champions" and the in-game actions. The overhaul covers all item systems, from AD and Critical Strike rework through AP and Support expansion to differentiating Fighter and Tank classes.

Why? Well, more or less to have more than top 3-5 champion picks for every role in LCS with cookie-cutter builds. Item builds should be more flexible and reactive, not predefined for a whole class of champions.

Full list of all items

#The Carry Project Rightclicking people to death isn't a particularly complicated task. In most cases, marksmen use their spells to add some extra burst or reposition, sometimes in order to avoid damage. When it comes to dealing damage, however, they're all about using basic attacks to shred their enemies to pieces. And that causes their item builds to go rather stale, since there's only one optimal way to build for glass cannon ADC.

With the removal of dodge, Critical Strike Chance is the last truly RNG-based element in the game, although the calculations take the previous results into consideration, so the chance isn't truly random. This has been the object of lots of criticism from players, especially since one lucky IE crit in lane can unfairly turn around a trade (250% damage after getting just one item? Come on).

One argument for preserving crit in game is that it brings flavour and variance to basic attacks, making them less "basic" for carries. When mages fight, there are some skillshot spells casted randomly and it's often a hit or miss scenario, especially when the caster doesn't have vision of the target. Stats like crit chance give some variance to basic attacks as well. Degree of uncertainity can be good for the game health. It adds a risk assessment factor to some actions - while crit enhances your overall DPS, you can't count on single basic attacks to always strike at a certain level. This adds to the "unsafe" design of carries. If you flash in with 100 AD to finish a 120 HP target, one basic attack is not guaranteed to take down the target, even if you have a chance to critically strike. And please don't tell me that without crit there would be no damage spikes. I'm not gonna believe that you keep track of Statikk Shiv stacks or Caitlyn's passive on the enemy, or at least 95% of us won't.

The easy way would be replacing crit with a fixed AA enhancement. I believe, though, that a much better solution may be achieved by removing what's bad about critical strikes and emphasizing what's good. Here are the changes to Critical Strike in this project:

  • Critical Strike runes and item 1051 Brawler's Gloves are removed from the game
  • This is to remove "lucky crits" from lane that build up due to the nature of pseudo RNG system.
  • Overall critical strike becomes something that you use once you get more than one item.
  • Critical Strike no longer causes you to deal 200% damage
  • Instead, you deal bonus damage equal to your Critical Damage Modifier
  • The default modifier is 100% base AD (so without the bonus AD). This is equal to a Sheen proc
  • Items can grant you alternative modifiers - only the highest modifier will apply
  • Different core crit modifiers for different types of carries
  • For example, Infinity Edge brings crit to the old 200% AD functionality (not 250% as on Live).
  • Some other builds are possible, either with a different crit modifier core or relying on on-crit effects
  • Overall, though, critical strike oriented builds should be a little bit stronger in the lategame
  • Simple as that - champions building crit are hard carries and are supposed to stomp the lategame as hard as currently Vayne does, paying with the price of weaker early game.
  • Crit items are all around 30% crit chance to make 100% a possibility, but stacking more than 3 crit items should overload the stat and bring diminishing returns
  • Overall, carries are expected to crit more often in late, but for less damage. This way the damage will be a bit more consistent and less spiky.
  • % penetration applies to bonus armor only
  • Last Whisper becomes a carry anti-tank item with Attack Speed and 50% bonus armor penetration, losing value against unarmored targets (bonus penetration is stronger above about 200 total armor)
  • Other methods for carries to work around armor stacking (crits reduicing armor or dealing damage equal to armor rating, etc.)
  • Flat penetration can still shred through base armor
  • Flat penetration is reworked to be suited better for melee AD casters (rework of Phage and Brutalizer)
  • With LW weaker on the likes of Pantheon and Zed, items with flat armor penetration can be buffed without fearing about the overwhelming synergy
  • Blade of the Ruined King rework - Things like BotRK are supposed to be response items, not core items. Current BotRK costs a lot and is so good in all conditions that it doesn't even matter if the enemy builds health or not, which in return invalidates building health against BotRK users.On fighters, it's a "Build this then go tanky" option that doesn't fall off in the lategame.
  • Bilgewater Cutlass no longer builds into BotRK and builds into Entropy (active slow on longer range) and Executioner's Calling (old BotRK's active MS/health absorption)
  • BotRK retains its passive % health damage, but loses the active and becomes cheaper. Its interaction with crits makes it a good response item for carries

#The Fighter Project

This is a sum of the Tank Project and Carry Project, with a few additions.

  • Tank items are worse on their own and better in full tank builds (see: The Tank Project)
  • Sunfire Cape scales its damage with % of current health, not levels
  • Randuin's Omen loses the slow and gets a damage block from ranged attacks (but at the price of base stats, 70->50 armor)
  • Critical Strike Chance reworked - crits are removed from the lane and crit items are worse on their own (but stronger together)
  • Multiple DPS items like BotRK interact with crit, making them better lategame on carries
  • In general, in order to be really tanky, you need two tank items, and in order to have high DPS, you need two crit items.
  • One fighter item is stronger than one tank/carry item, but two tank/carry items woprk together better than two fighter items
  • Advanced components reworked
  • item 3086 Zeal loses crit chance and gains the current Phage passive (Rage) in place of %MS
  • item 3044 Phage gains the armor penetration passive from The Brutalizer and loses Rage passive
  • item 3134 The Brutalizer remains a 10% CDR item without the arpen
  • New advanced item: Malady (20% AS, 15 onhit magic damage) building into things like Wit's End, Nashor's Tooth and BotRK
  • Armor penetration unique between Phage upgrades (stacking more than one isn't the best idea):
  • item 3071 The Black Cleaver for fighters staying longer in a fight (with new awesome build: Phage + Brutalizer)
  • item 3184 Entropy for the engage potential (builds from Cutlass)
  • item 3022 Frozen Mallet for bruisers that want to be tanky
  • item 3078 Trinity Force doing more or less much what it does now
  • item 3050 Zeke's Herald for coordinated dives with more than one fighter getting into the enemy team
  • Items emphasizing "active" playstyle - fighter items are stronger when you're low on health or under pressure (Malmortius, Rageblade)

The change to fighters here is that they have a better "flow" in-combat, but can't get as high DPS as carries or be as durable as full tanks.


Time for items, then. Keep in mind that numbers aren't as important as the general ideas.

#Basic items

item 1051 Brawler's Gloves}}

  • Removed.

item 1018 Cloak of Agility

  • Cost increased to 950g from 730g
  • +25% critical strike chance (+10)
  • Critical Strike causes your basic attacks to deal bonus damage equal to your base AD (instead of total AD). this can be later changed with items
  • Builds into: Executioner's Calling, Cloak and Dagger, Infinity Edge, Ionic Spark, Phantom Dancer, Wicked Hatchet, Youmuu's Ghostblade

Important note: critical strike chance is at a different gold value now since crits hit for less damage. Used to be 8% for 400 gold, now it's a bit more than 10% for that same price. By itself, Cloak of Agility scales only with your AS and base AD, not bonus AD - unless you've already completed one of the crit items.

#Advanced components

item 3093 Avarice Blade

  • Removed.

As a laning item with crit it has to go, but it could function as a cheap but very much not slot efficient item. Something to buy when you're behind in lane and you don't care about slot efficiency. I'll give it some thought. An example build would be Long Sword + Dagger 20 AD 20% AS item with GP10 farming passive that doesn't build into anything - something good to slowly forge a comeback, but bad when trying to get ahead.

item 3144 Bilgewater Cutlass

  • Builds into: Executioner's Calling, Hextech Gunblade and Entropy. No longer builds into Blade of the Ruined King.

BotRK retains its % health damage, but no longer has the active. This item builds into EC, which gets the BotRK's active, and Entropy, which has a new slow effect.

item 3134 The Brutalizer

  • +30 attack damage (+5)
  • Armor penetration removed (moved to Phage)
  • Unique Passive: +10% cooldown reduction
  • Builds into: The Black Cleaver, Essence Reaver, Youmuu's Ghostblade and Zephyr

This is labeled now as "AD Caster item" for both melee and ranged champions. Separating armor penetration and cooldown reduction helps smooth out power curves of AD champions and include this item in CDR AD items without arpen (like Zephyr or Reaver).

Cloak and Dagger (new item)

  • Recipe: item 1018 Cloak of Agility + item 1042 Dagger + 400g (total cost: 1800g)
  • Melee only
  • +25% attack speed, +25% critical strike chance
  • Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
  • Builds into: Spellbreaker and Sword of the Divine

I'm not gonna hide it - I'm trying to make melee carries a thing. I don't have a clear genius idea how to do it, but this is a good start. This should make a sort-of-laning item with crit for the champions craving for it, like Tryndamere and Yasuo.

Malady (new item)

  • Recipe: item 1042 Dagger + 400g = 850g
  • +20% attack speed
  • Unique Passive: +15 bonus magic damage on-hit
  • Builds into: Blade of the Ruined King, Devourer, Ionic Spark, Nashor's Tooth, Statikk Shiv and Wit's End

This item could be summed up with "We fix Wit's End", but it also gives foundation for on-hit as an item class. If the on-hit synergy becomes too strong, this passive could become named and unique between items.

item 3044 Phage

  • Combine cost reduced to 540g from 565g (total cost reduced to 1300g from 1325g)
  • +20 attack damage, +200 health
  • Unique Passive - Bash: +10 armor penetration (new)
  • Rage passive removed (moved to Zeal)
  • Builds into: The Black Cleaver, Entropy, Frozen Mallet, Trinity Force and Zeke's Herald

This change resembles how Haunting Guise works. You dump part of the gold into not-so offensive stats. Flat armor penetration now doesn't stack between the items, allowing for high amount on one item without having to account for a full build - resistance penetration is more effective the more of it you have.

Soul Sickle (new item)

  • Recipe: item 1037 Pickaxe + item 1004 Faerie Charm + 345g = 1400g
  • +30 attack damage, +25% base mana regeneration
  • Unique Passive: Your basic attacks restore mana equal to between 2% and 8% of the physical damage dealt, based on your missing mana.
  • Builds into: Essence Reaver

Component for the reworked ER. Provides mana regen when it's needed instead of way later. If too problematic in lane, can be replaced by a single B. F. Sword, but the overall gain for the likes of Jayce should be zero since they can't get both CDR and armor penetration on one item.

item 3101 Stinger

  • Removed.

Replaced with Malady on Nashor's and with reworks of Brutalizer and Zeal on Zephyr.

item 3086 Zeal

  • Recipe: item 1042 Dagger + item 1042 Dagger + 200g (total cost unchanged)
  • +30% attack speed (+10)
  • Critical strike chance and % MS removed
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
  • Builds into: Guinsoo's Rageblade, Phantom Dancer, Statikk Shiv, Trinity Force and Zephyr

Doubleswords are now truly doubleswords. Or doubledaggers, to be precise. The Rage passive moves here from Phage. Zeal still increases your damage output by the same amount.


#Critical Strike items Al these grant Critical Strike chance and are regarded "carry items".

Executioner's Calling (new item)

  • Recipe: item 3144 Bilgewater Cutlass + item 1018 Cloak of Agility + 350g = 2700g
  • +30 attack damage, +30% critical strike chance, +10% lifesteal
  • Unique Active: Drains target champion, dealing 15% of the target's maximum health in physical damage (min. 100) and healing you for the damage dealt. Additionally you steal 25% of their movement speed and inflict Grievous Wound on them for 3 seconds - 90 second cooldown. (450 range)

The item is back, but now its healing reduction works only with the BotRK active, which moves here. BotRK retains its % health damage.

item 3031 Infinity Edge

  • Recipe: item 1038 B. F. Sword + item 1018 Cloak of Agility + 100g = 3500g
  • +80 attack damage, +30% critical strike chance (+5)
  • Unique Passive - Critical Strike Modifier: Your critical strikes deal 200% of your total attack damage. (nerfed from 250%)

When you do the math on old IE, its crit chance and passive increases your DPS output by about 35%. This build is fairly similar, but since the amp is lower, so is the price. No longer a first item to rush on everyone, it's a much better idea to get another crit item first.

Ionic Spark (new item)

  • Recipe: Malady + item 1018 Cloak of Agility + 900g = 2700g
  • +30% attack speed, +30% critical strike chance
  • Unique Passive: Your basic attacks deal magic damage equal to 25% of target's armor. This effect can critically strike, dealing magic damage equal 50% of target's armor.

A different way to work around target's armor. Doesn't scale that well into lategame since the base stats are meh and it's magic damage, not physical - but should be a very good response against heavy armor stacking without any MR.

item 3046 Phantom Dancer|cost = 550|total = 2600|t1 = {{

  • Recipe: item 3086 Zeal + item 1018 Cloak of Agility + 550g (total cost: 2600g)
  • +50% attack speed, +30% critical strike chance
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Kills and critical strikes grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
  • Unique Passive: Your champion ignores unit collision.

Crits now grant you full speed from Rage like kills do. Phantom Dancer is defined as a mobility item.

Spellbreaker (new item)

  • Recipe: Cloak and Dagger + item 3155 Hexdrinker + 450g (total cost: 3600g)
  • Melee only
  • +30 attack damage, +30% attack speed, +30% critical strike chance, +30 magic resistance
  • Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
  • Unique Passive - Lifeline: Upon taking magic damage that would reduce health below 30%, removes all crowd control effects and grants a shield that absorbs 300 magic damage for 5 seconds (90 second cooldown).

My melee carry bias is showing. "Hello, I'm Master Yi, and welcome to Jackass". The item is centered around protection and unlike other crit items, it does not affect or interact with critical strikes.

item 3087 Statikk Shiv|cost = 700|total = 2500|t1 = {{

  • Recipe: item 3086 Zeal + Malady + 700g (total cost: 2500g)
  • +50% attack speed (+10), +30 on-hit magic damage (new)
  • Critical strike chance and % MS removed
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
  • Unique Passive: Your critical strikes deal 60 magic damage to up to 4 targets. (reworked)
  • Unique Passive - Statikk Charges: Moving increases your critical strike chance by 1 per 10 units moved. This bonus is reset once you critically strike. (reworked)

The effect is very similar in work, but occurs more often with critical strikes. The item, however, doesn't grant you any critical strike chance by itself unless you move around.

Sword of the Divine (new item)

  • Recipe: Cloak and Dagger + item 1037 Pickaxe + 625g (total cost; 3300g)
  • Melee only
  • +50 attack damage, +30% attack speed, +30% critical strike chance
  • Unique Passive - Evasion: Reduce damage from area of effect abilities by 10%.
  • Unique Passive - Critical Strike Modifier: Your critical strikes deal bonus damage equal to 150% of your bonus AD.
  • Unique Active: Your next 3 critical strikes deal bonus damage equal to 150% of your total AD. 45 second cooldown.

While the item is active, your crits will deal damage equal to the IE on Live (250% total AD).

item 3142 Youmuu's Ghostblade

  • Recipe: item 3134 The Brutalizer + item 1018 Cloak of Agility + 513g (total cost: 2800g)
  • +30 attack damage, +30% critical strike chance (+15), +10% cooldown reduction
  • Armor penetration removed
  • Unique Passive: Critical strikes reduce this item's cooldown by 3 seconds. (new)
  • Unique Active: Gain 40% attack speed and 20% movement speed for 6 seconds. (60 second cooldown).

Higher crit chance makes up for the loss of armor penetration AD Casters may lose interest in this particular item, but the're getting much more to compensate.

Wicked Hatchet (new item, all maps)

  • Recipe: item 1037 Pickaxe + item 1018 Cloak of Agility + 375g (total cost: 2200g)
  • New item (now available on all maps)
  • +30 attack damage, +30% critical strike chance
  • Unique Passive: Your critical strikes reduce target's armor by 15% for 3 seconds (effect stacks up to 2 times).

Keep in mind this item brings diminishing returns with Last Whisper now that LW penetrates only bonus armor - but you can still use it to fight against absurdly heavy armor.


#80 AD The "endgame" high AD items other than Infinity Edge.

item 3072 The Bloodthirster

  • Recipe: item 1038 B. F. Swotd + item 1053 Vampiric Scepter + item 1053 Vampiric Scepter + 350g (total cost unchanged)
  • Stats and passive unchanged

I'm not entirely sure if the item deserves such a smooth buildpath past the BF Sword, but it seems to make sense.

item 3508 Essence Reaver

  • Recipe: Soul Sickle + item 3134 The Brutalizer + 563g (total cost increased to 3300g from 3200g)
  • +80 attack damage, +10% cooldown reduction, +50% base mana regeneration (new)
  • Lifesteal removed
  • Unique Passive - Mana Leech: Your basic attacks restore mana equal to between 2% and 8% of the physical damage dealt, based on your missing mana.
  • Toggle: Disable Mana Leech and gain 10% lifesteal and 10% spellvamp. (new)

The item should now appeal to those who need it: champions who want to cast spells and use mana. You have to choose between restoring health and mana, though. The spellvamp is purely experimental and can be scrapped. If Soul Sickle is too much in lane, it can be replaced with a B. F. Sword.

item 3139 Mercurial Scimitar

  • +80 attack damage, +30 magic resistance (-5)
  • Unique Active – Quicksilver: Removes all debuffs from your champion and grants +50% movement speed for 1 second. 90 second cooldown.

With QSS significantly cheaper, this item is actually stronger now. The tiny MR nerf is part of the MR compartmentalization.


#Armor penetration

Flat penetration Phage upgrades, pick one. Or pick more than one and let the armor penetration go to waste, that's still an option.

item 3071 The Black Cleaver

  • Recipe: item 3134 The Brutalizer + item 3044 Phage + 363g (total cost: 3100g)
  • +50 attack damage, +200 health, +10% cooldown reduction
  • Unique Passive - Bash: +10 armor penetration
  • Unique Passive: Dealing physical damage to an enemy champion reduces their armor by 5% for 4 seconds. This effect stacks up to 6 times. (+1 max stack)

Now with a smooth buildpath. Reeeeeally smooth. Cost goes up by 100. Since LW is gone and the flat armor penetration doesn't stack between the items, it shouldn't be too much.

item 3184 Entropy

  • Recipe: item 3044 Phage + item 3144 Bilgewater Cutlass + 400g (total cost: 3100g)
  • +50 attack damage (-5), +200 health (-75)
  • Unique Passive - Bash: +20 armor penetration (new)
  • Unique Active: Slow the target enemy champion's movement speed by 25% for 2 seconds. Hitting the target with a basic attack will refresh the slow, up to 5 seconds total. 90 second cooldown (700 range) (reworked)

Now available on Summoner's Rift as one of the Phage upgrades. The functionality is simple - you slow the target with the Bilgewater active (with longer range), and if you catch up and hit the target, the slow lasts longer.

item 3022 Frozen Mallet

  • Recipe: item 3044 Phage + item 1011 Giant's Belt + 1000g (total cost unchanged)
  • +30 attack damage, +600 health (-100)
  • Unique Passive - Bash: +10 armor penetration (new)
  • Unique Passive - Icy: Your basic attacks apply a 20% slow for 2 seconds (10% for ranged attacks). (nerfed)
  • Unique Active: Doubles the strength of this item's passives for 10 seconds. 60 second cooldown. (new)

This is better suited for fighters than carries, but I guess it could still be purchased when in need for high health.

item 3078 Trinity Force

  • Recipe: item 3044 Phage + item 3086 Zeal + item 3057 Sheen + 3g (total cost: 3603g)
  • +30 attack damage, +30% attack speed, +30 ability power, +300 health (+50), +300 mana (+100)
  • Critical Strike Chance removed
  • Unique Passive - Bash: +10 armor penetration (new)
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
  • Unique Passive - Spellblade: After using an ability, your next basic attack will critically strike. 2 second cooldown. (reworked)
  • Unique Passive - Critical Strike Modifier: Your critical strikes deal 200% of your base attack damage. (new)

Trinity Force now has 3 components, 4 passives and 5 statistics. Spellblade procs are unchanged by the numbers (they deal the same damage), but they don't stack with crit chance now. Higher crit modifiers will be applied, though, so if you have IE, Spellblade will deal 100% of your bonus AD if it's higher than 200% of your base AD.

item 3050 Zeke's Herald

  • Recipe: item 3044 Phage + item 1053 Vampiric Scepter + 350g (total cost: 2500g)
  • +30 attack damage (new), +200 health (-50)
  • Cooldown reduction removed
  • Unique Passive - Bash: +10 armor penetration (new)
  • Unique Aura - Stark's Fervor: Grants nearby allies +10% lifesteal. (1100 range)
  • Unique Active - Rally: Reduces the armor of nearby enemies by 10 for 5 seconds and grants nearby allies 10 atack damage per enemy affected for 10 seconds. 60 second cooldown (700 range)

There's a clear tradeoff in building this item - you won't get full effect from other Phage upgrades. The active is a giant "WE GO IN" signal. The range of the effect isn't enough to reach your AD Carry, but for a pair of diving fighters it's helluva effective.

Heavy penetration

item 3035 Last Whisper

  • Recipe: item 1043 Recurve Bow + item 1042 Dagger + 850g (total cost reduced to 2200g from 2300g)
  • +50% attack speed (new)
  • Attack damage removed
  • Unique Passive: Your basic attacks and abilities ignore 50% of target's bonus armor. (reworked)

A big flag "This is for the carry. Don't you touch it, Mr. AD Caster". This allows the fighter items be better without having to take this one into consideration every time. Keep in mind that this version of LW is stronger only over about 100 bonus armor, depending on base armor - otherwise, it's weaker. And as for tanks you might want to take a look at the Tank Project.


#DPS ADC items without crit chance (but with built-in crit compatibility).

item 3153 Blade of the Ruined King Recipe: Malady (new) + item 1053 Vampiric Scepte + 650g (total cost: 2300g)

  • +30 attack damage (+5), +30% attack speed (-10), +10% lifesteal
  • Unique Passive: Your basic attacks deal 6% of the target's current health in physical damage (60 max vs minions and monsters). This effect can critically strike, dealing 10% of target's current health in physical damage. (reworked)

The item is cheaper, the % health damage is higher when you have crit chance, but the active is gone. No longer a first item for ADCs, but a very strong situational anti-health item nevertheless.

item 3085 Runaan's Hurricane

  • +70% attack speed
  • Unique Passive: Your basic attacks fire minor bolts at 2 nearby targets, each dealing 10 (+50% AD) physical damage and applying on-hit effects. If no secondary targets are found, the bolts fire at the primary target, dealing 10 (+10% AD) physical damage. This effect can critically strike, firing 4 bolts. (buffed)

I don't really think the usage of this item on Teemo and Kayle should be all that there is. Scaling with crit could make it worthwhile in a 6 item build outside of ARAMs. Of course if the bolts hit the primary target, they don't apply on-hit effects, otherwise we'd get some ridiculous interactions with 3 onhit effects per 1 basic attacks.


#Fighter items Items defining the fighter class, combining damage with survivability.

Atma's Impaler (new item) Recipe: item 3077 Tiamat + item 1031 Chain Vest + 850g (total cost: 3500g)

  • Melee only
  • +50 attack damage, +50 armor, +100% base health regeneration
  • Unique Passive: Gain attack damage equal to 1% of your bonus health.
  • Unique Passive – Cleave: Your attacks deal physical damage up to 60% of your Attack Damage to units around your target (185 range), decaying down to 20% near the edge (385 range).
  • Unique Active – Crescent: Deals physical damage up to 100% of your Attack Damage to units around you, decaying down to 60% near the edge. - 10 second cooldown (400 range)

The dreaded Impaler. This item requires about 1000 health from other items to become gold efficient. Probably not the best starting item, but a good finishing one. Atmogs is back!

item 3124 Guinsoo's Rageblade

  • Recipe: item 1037 Pickaxe + item 3086 Zeal + 525g (total cost: 2500g)
  • +30 attack damage, +30% attack speed (new)
  • Ability power removed
  • Passive: Autoattacks (on attack) and champion abilities grant +3 armor penetration and +3 magic penetration for 8 seconds (stacks up to 5 times). (reworked)
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. (new)
  • Unique Passive: Falling below 50% health grants +10% life steal and +10% spell vamp until out of combat. 30 second cooldown. (AS removed)

A set of changes to revamp the item - the stats are different, the price is lower and the passive grants hybrid penetration instead of AS and AP. AP was really an empty in-combat stat for a vast majority of autoattacking champions. The whole design is from the times when all abilities were meant to scale with AP, not AD. Flat penetration is not worth as much by itself, but it's a better multiplier. Core on Jax? Possibly, but without AP it should reduce his burst.

item 3156 Maw of Malmortius

  • +50 attack damage (-10), +30 magic resistance (-10)
  • Unique Passive: Grants +1 attack damage for every 1% of missing health, up to 70 Attack Damage. (buffed)
  • Unique Passive – Lifeline: Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds (90 second cooldown).

Less base AD/MR (way below the cost efficiency), but TONS OF DAMAGE when you get low on health. Compared to the Live version, it starts giving more AD below 80% health.

item 3074 Ravenous Hydra

  • +80 attack damage (+5), +100% base health regeneration
  • Passive and active effects unchanged

A small buff making up for the relative nerf to the health regen provided by the item (which is significant only early in the game while holding Tiamat and breaks even mid- to lategame).

item 3091 Wit's End

  • Recipe: Malady (new) + item 3140 Quicksilver Sash + 900g (total cost: 3000g)
  • +50% attack speed, +30 magic resistance
  • Unique Passive: +42 magic damage on hit
  • Unique Passive: Basic attacks steal 5 magic resistance from the target (stacks up to 5 times).
  • Active – Quicksilver: Removes all debuffs from your champion and grants +50 Tenacity for 3 seconds. 90 second cooldown.

Old Wit's End is... old and busted. Behold the new awesomeness and channel your inner Irelia.

item 3172 Zephyr

  • Recipe: item 3134 The Brutalizer + item 3086 Zeal + 563g (total cost: 3000g)
  • % MS removed
  • +50 attack damage (+25), +50% attack speed, +10% cooldown reduction
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
  • Unique Passive - Tenacity: Reduces the duration of crowd control by 35%.
  • Unique Passive - Slow Resistance: Reduces the strength of slows by 25%.

Without 10% MS bonus it shouldn't be a boots replacement anymore, but the anti-CC passives should be a really nice bundle for melee champions.

#Jungle

item 3726 Devourer

  • Recipe: Malady (new) + 650g (total cost unchanged)
  • +50% attack speed, +30 on-hit magic damage (+5)
  • Unique Passive - Devouring: Scoring a champion kill or assist will increase this item's damage by 2. Killing a large monster will increase this item's damage by 1.

Malady has 15 on-hit damage, so assembling Devourer is mostly a jump in AS.

item 3714 Warrior

  • +50 attack damage (+5), +10% cooldown reduction
  • Armor penetration removed
  • Unique Passive: Gain +5% lifesteal per nearby enemy champion. (700 range) (new)

Less oppressive. More impressive. AD junglers like Jarvan or Vi usually don't have place in their inventory for lifesteal - this gives them some sustain in full-blown teamfights.


#Afterword to fighters

Item changes alone are only half of the solution. Fighters as a champion class are tainted with kit homogenity and lack of diverse identity. To truly balance fighters, almost every single fighter champion would need changes to their kit. As it is, they're all too similar to each other - they're balls of stats with AD/AS steroids and slows, and sometimes bits of innate tankiness.

Ask yourself a question "What can X do that other champions cannot?". For example, Shyvana is a brick wall of magic DPS with AS synergy and tank transformation. For magic DPS, Dr. Mundo does her part; for AS synergy on a bruiser, there is Trundle and to some extent Shen and Volibear. And Shyvana's tank transformation is laughable when compared to Gnar, who gains TONS of crowd control in his Mega form. Darius has three types of damage, including true damage? Well, so do Irelia, Olaf and Rek'Sai. Compare this to how unique Thresh's lantern, Morgana's Black Shield and Braum's Unbreakable are.

Similarities between fighters causes the top 3-5 picks to dominate over the rest, since there is no strong reason to give up the currently strongest picks if they can do everything the weaker picks do. If champion kits were more diverse, even the "weaker" picks would have a reason to exist, since they would do something noone else could.


#The Other Parts of the Overhaul

Full list of all items

Thanks for getting through this wall of text! Even if you didn't read much, scrolling down still required a lot of work :D Feel free to leave any feedback, especially the critical (heh) one - it's the best way for me to improve the project.

24 Comments

The Red Warden4 votes

Don't switch penetration to bonus armor only, that only makes buying armor feel even more useless than it is now. Why would I buy 2 armor items now since new LW would make the second one mostly useless. 70 armor + 100 armor - 50% = 85 armor.

Bonus armor pen is annoying and near impossible to counter when hp% damage is added too because it makes buying any defences you buy hurt you more than if you hadn't bought them. I buy more armor and more is made useless (more gold wasted) so why would I ever buy armor after 1 items, I buy more health and I recieve more damage negating any reason I had to buy more health.

Pyro4 votes

You might want to take a look at the Tank Project. This overhaul is a complex system. Carries have different % penetration on LW here, but tanks also have changes to their items - damage block after armor, crit damage reduction, % armor increase, etc. It all balances out.

Besides, 50% bonus penetration is stronger than 35% total penetration only over a certain amount of bonus armor (100-150, depending on your base armor). This means that on low-armor targets LW is a waste. So if the enemy carry buys LW to counter your armor, you've effectively reduced the damage your squishies take, since the enemy carry had to spend gold on an item dedicated solely to you.

NorthernDruid4 votes

So much wank everywhere it's not even funny.

It's really interesting to see, and some of the ideas I really like (that critchance increase by moving would make a great replacement for Ashe's horrendous passive) And shifting how prevalent some things are and what certain things do is a neat idea.

It's good to read through, and all but...

So many items having their identity destroyed, so many poor alterations, like removing the Stinger. Which is the only non-finished item to synergize well with the Nashor's Tooth users who build it for all it's effects (both the AP->on-hit conversion, the AS, the CDR and the AP) like Kayle.

The inane amounts of Lifesteal on your version of BotRK (second highest in the entire game) combined with the incredibly low cost makes it a must-have, rush first items on any and all AS synergetic champs who benefit from the lifesteal in any way shape or form.

And then you remove the Lifesteal from Essence Reaver, making it no longer viable as a counterpart to Bloodthrister (utility and well roundedness on one side and extreme lifesteal on the other)

There's a lot of wonkiness to the entire big project. But it's also a lot of really good thinking in there. And it is kind of interesting to read through.

But I think you do to much of reworking the entire game, in particular in swapping out entire mechanics and having massive restructures where what is interesting in the itemization scope of things are individual tweaks rather than sweeping changes.

I say let the big changes to items be resultant of changes to the underlying systems, instead of using the items to deploy those changes.

First decide on how crit will work on its own and then modify the items to be balanced within the new system, rather than designing the system around how the items and build options will be balanced around it.

tl;dr: lots of cool ideas, it's just that too many of the items have lost their focus and with it in part their identity.

A note on the problem of crits:

A problem with balancing critical strikes for an entire class of champions (or even an entire cast of champions, where in any game at least 2 out of 10 units are partially based around it) is that it's immediate origins was as a minor ability of one unit that you were likely to encounter about 1-2 out of 8+ troop leading units in an RTS, if their faction was even present.

maybe 1/4th of 1/4th of a player's assets, which you're likely to see on average 1-2 out of 8 players use in the first place, is a lot different than something which is guaranteed to be about half the build focus of at least 2 out of ten players.

(Disclaiming that i generally played 4v4 WC3 and never had any idea of how impactful Blademasters or their critical strike ability was in higher levels of play, i just know it doesn't compare to how impactful crit is in something like LOL)

Deeper than that critical strikes have their roots of course, in solely PvE games where balance of randomness usually isn't a factor people get upset over.

So it's no wonder they're a mess in a genre unlike anything it originated from in the first place. But it's vedged itself in and it sort of has to be dealt with somehow.

I definatively feel that crits should be a sort of "reverse spellblade" with the same kind of burstyness and autoattack enhancements, but without the tie to abilities, and with some freedom from both it's current randomness and the possibility of priming or strict regularity.

On that note i got a good idea for how to rework crit. I'ma go make a new thread for that.

Pyro1 votes

Oh look, some actual feedback! :D

So many items having their identity destroyed, so many poor alterations, like removing the Stinger. Which is the only non-finished item to synergize well with the Nashor's Tooth users who build it for all it's effects (both the AP->on-hit conversion, the AS, the CDR and the AP) like Kayle.

In my project, Nashor's Tooth builds out of Malady, which has AS and the on-hit magic damage (which is a core part of Nashor's for the likes of Kayle) and Codex, which still has AP and CDR.

The inane amounts of Lifesteal on your version of BotRK (second highest in the entire game) combined with the incredibly low cost makes it a must-have, rush first items on any and all AS synergetic champs who benefit from the lifesteal in any way shape or form.

The active is gone, the %health procs are down from 8 to 6, and ADCs need an alternative lifesteal item to BT. I wanted to make up for the loss of the active, but you are right and 15% might be an overkill.

And then you remove the Lifesteal from Essence Reaver, making it no longer viable as a counterpart to Bloodthrister (utility and well roundedness on one side and extreme lifesteal on the other)

ER still has lifesteal - just no longer at the same time as mana restoration (you toggle between the two).

But I think you do to much of reworking the entire game, in particular in swapping out entire mechanics and having massive restructures where what is interesting in the itemization scope of things are individual tweaks rather than sweeping changes.

The only "core" mechanics that I feel need to be touched up are critical strikes and armor penetration on Last Whisper.


As to your last note, not sure if we need to go as far as invoking Warcraft - DotA is a good enough parellel, with tons of RNG in the forms of dodge, chances to block, or even ministuns (like the old Phage... but stun). There are many innate RNG elements in the game (random jungle spawns, random buffs in the river, hero abilities with % chance of doing something) but in the end it all balances out. There's just more risk factor when you take an action.

NorthernDruid1 votes

{quoted}

Oh look, some actual feedback! :D

In my project, Nashor's Tooth builds out of Malady, which has AS and the on-hit magic damage (which is a core part of Nashor's for the likes of Kayle) and Codex, which still has AP and CDR.

My point being that the spike for Kayle in being able to get the CDR I need to activate my E combined with the AS i need to make use of it aren't gonna be able to combine any longer.

The base on-hit damage isn't the important part of Kayle's usage of Nashor's tooth, it's the 15% extra AP scaling, which combined with her E and that one mastery gives her 45% AP scaling on her autoattacks.

So when i'm laning with early game Kayle, what I need are two things because I haven't gotten the necessary AP or MR reductions to benfit completely from just more on-hit damage.

So i still have to pick up a couple of daggers, to get any reasonable AS, but I have to build them into this new item and item 3006 instead of combining them to get both the AS I need to have viable sustained burst in trades, and the CDR I need to be able to use my E often enough.

And while I tend to get the greaves anyway, it's a big pressure to have to get them before I finish Nashor's.

In the end, the build path for Nashor's becomes a lot worse with this change, in part because it's AS component gives half as much AS as it does currently. And in part because you separate the CDR and AS, robbing those who need both those more than they need the AP or on-hit of a good item to rest on while getting other things on the way to finishing the full item.

The active is gone, the %health procs are down from 8 to 6, and ADCs need an alternative lifesteal item to BT. I wanted to make up for the loss of the active, but you are right and 15% might be an overkill.

BotRK is strong enough already, mostly because it's the only item which combines Lifesteal and AS.

Other than that the changes to BotRK are ok, just the lifesteal was too much for such a low cost.

If I had to change anything i'd add another item to the Phantom Dancer/Statikk Shiv lineup. Making Shiv the item you get for extra burst, giving Dancer an active dash or summoner ghost effect, and creating a 8-13% LS variant with some relevant other ability helping with sustain.

ER still has lifesteal - just no longer at the same time as mana restoration (you toggle between the two).

Still, it's no longer the direct counterpart to Bloodthirster, which you get when you want to end your mana problems and get some CDR along with it, at the cost of having half as much lifesteal and losing the situational shield.

I think ER's balance point is more in the amount of mana restored, amount of lifesteal and its excact AD (which should never fall below 70 without something drastic happening to BT) than how many things it does at once. The number of things it does at once is the excact reason for why it's the "more utility" alternative to BT which only does 2 things (AD and lifesteal)

Reducing its utility removes it from that place and moves it into sync with exclusively Muramana (as a way of making up for it's toggle) or the new BotRK (since you've already got enough lifesteal there so dropping the Lifesteal from ER doesn't impact you that much).

You can't really buy ER as your only lifesteal item anymore, unless you don't need the other side of the toggle, in which case you're better of getting BotRK or BT anyway (unless you're really, REALLY hungry for CDR)

The only "core" mechanics that I feel need to be touched up are critical strikes and armor penetration on Last Whisper.

As for last whisper (and i'm assuming Void staff since they're fairly identical? (they are fairly identical right?)), that's fair enough. I don't think it's a good idea to have percentage penetration on bonus only restistance stats, because it unfairly punishes the ones who purchase those stats, reducing the effective value of their items by quite a lot.

If it's going to apply to bonus armour only, it should be flat, or at least capped flatly. (like 50% bonus armor or 50, whichever is lowest). Meaning it helps to build both Sunfire Cape and Frozen Heart, but if all I have is Randuin's i'm still losing half.

If it applies to all armor, then if it needs balancing you're better off toying with where in the order it applies, or with appliyng caps (low or high depending on whether the problem is how it affects targets stacking no armor or lots of it) or wrangling in diminishing returns somehow.

The attack speed on the item feels awkward. And thinking on it, I really don't think armor penetration (of any kind) and Attack speed belongs together, because amor piercing abilities (in all games featuring damage reduction systems, not just LoL) enhance the effects of multiple weaker attacks much more than it does a single strong one, because armour or other damage reduction systems themselves work much better against multiple weaker attacks than a single strong one.

This is probably one of the reasons for why Yommu's doesn't provide persistent AS, and is also one of the balance points of why Wit's End stacks up over time instead of being flat 25 mPen.

(Might not be the reasons why these items are as they are, but i'm confident there's between this and why there doesn't exist an AS+aPen item from before)

I mean part of the problem with Crit is how well it synergises with attack speed. It wouldn't be the stable damage increase it is if it was hard to get while increasing your AS or if you didn't crit more often with more attacks.

On crit: In depth, Critical Strikes is an underlying system, like Lifesteal and Spellvamp, like CDR, like armor and magic penetration.

Part of its premise, and the premise of the systems like it, is that there's more than one way to the same outcome. To get my lifesteal I can get BotrK and Hextech Gunblade, or I can get Essence Reaver and Ravenous Hydra, or I can get Bloodthirster, or I can get Lifesteal runes and masteries, or innate skill-granted abilities.

Unlike Unique item abilities like Spellblade, which are unique and more importantly, which aren't interchangeable.

If I get Triforce i'm getting a vastly different spellblade than I do if I get Lich Bane, and they're good in different situations and different builds. Many builds could benefit from an Iceborn Gauntlet with Triforce's Spellblade variant. But part of the prioritising is what matters the most, the spellblade from Triforce or the armor, AP and mana and slow from the gauntlet.

With Crit and all the other stats being interchangeable, you're much more free to chose what you want to go with your crit, or lifesteal, or spellvamp, or CDR or mPen or what have you. Maybe I want a lot of attack speed with lots of crit, and some decent mobility? Phantom Dancer. Maybe I want extra burst at the cost of some raw stats? Statikk SHiv. Maybe I want better crits and moar AD to go with my crit? IE.

I don't have to pick Bloodthirster for one kind of Lifesteal when I know i would benefit more from Essence Reaver's mana upkeep and CDR than it's shield, even if it has half the Lifesteal.

I don't have to lock myself into the hybrid AD+AP+Lifesteal stats from Hextech Gunblade in order to get the right kind of Spellvamp, I can get Will of the Ancients instead, if I want CDR and AP to go with it instead. Or I can as Morgana decide that what I get from my passive and Quintessences is enough.

If I want the Gunblade's active movement speed steal however, I can get either it or BotRK. There's no pure AP/mage useful stats variant with that unique ability.

So if crit is to be reworked, it should be reworked on the premise of what it is, which is a core system which can be interacted with (like how IE interacts with crit, or how Spirit Visage interacts with Lifesteal and Spellvamp).

The new system for it (which may or may not be bad in it's simplest form (keeping everything as is, dropping low crit alternatives and then nerfing bas crit and making IE bring your Crit to what normal crit is now)) relies too heavily in my opinion, on the modifications to crit by items to carry itself, and brings too much difference to your impact based on what item you pick up. Limiting build paths per character depending on which types of Crit they can work with.

Yeah I know I partially contradict myself somwhere in the last few paragraphs.

My point is, that stacking crit by itself (as in without a special modifier to how much damage it deals) under this system feels useless, and I suppose that's part of the problem with IE now. It's just not worth it building Crit without also building IE, unless your only Crit comes from Triforce.

Because all the other bunchy stats are useful by themselves, without special Unique Passives to modify them. You don't need a unique on-hit magical damage item to make use of attack speed. You don't need Archangel staff/Seraph's embrace's (or Manamune/Muramana's) mana conversion to make use of extra built Mana. Even Deathcap (which is kinda problematic in that it's almost a requirement for stacking lots of AP) isn't necessary if you want to make use of a lot of AP. But if you build a lot of crit and you don't build IE, you're holding yourself back for no good reason. Because extra crit damage is an amplification of the crit you already have.

So that's definatively one of the problems with Crit, IE being a required buy. And putting in alternative upgrades doesn't really solve the problem, it just changes which item is a required buy for which champion. Depending on what kind of base stats they have and what kind of stats they build and require.

I think a solution to the crit situation, where it feels like a bad random element, will be better solved in a way which leaves items mostly unchanged in how they themselves relate to crit, that is as a general stat on par with CDR, lifesteal, spellvamp, penetration and such.

I also think I shouldn't write anything longer than this at 3:30 AM when I wrote half of it before dinner

NorthernDruid1 votes

As to your last note, not sure if we need to go as far as invoking Warcraft - DotA is a good enough parellel, with tons of RNG in the forms of dodge, chances to block, or even ministuns (like the old Phage... but stun). There are many innate RNG elements in the game (random jungle spawns, random buffs in the river, hero abilities with % chance of doing something) but in the end it all balances out. There's just more risk factor when you take an action.

Never really got into DotA back then, it was too messy to figure out what items were good and how to buy them and everything, and I didn't have the interest to do so either.

I still think it's worth noting that where both DotA and LoL's crits come from is a very, very different environment than the ones they exist in today. And that part of what makes crit so difficult to de-randomize is how even in the real old-school RPGs it's always been a functionally random mechanic, that's a beneficient boost when it happens but not something you rely on. Not even when you've got 25% crit chance.

So if Riot wants to do something about crit, and still keep true to what it is was and originated from, they'll have a hard time.

Which I suppose is why they haven't done anything about it yet.

It was more a general comment musing over trivia anyway

xLegendary Troll2 votes

Man I was writing a nice long response to this and it got lost.

Basically, damage modifiers are OP with life steal.

Critical chance is a variable that balances critical strike.

It's scary to see an adc just keep getting stronger and stronger as the game progresses. It's easy for an adc to hit 200 AD. With just 100% that's 400 damage each auto. Pretty OP.

Pyro2 votes

Well, but carries are by definition meant to deal huge damage with basic attacks. That's what they do, that's their role.

I think the problem in LoL might be that they don't have to pay for that with weak early game. Or that even if they are weak, they're still mandatory for every team to have in order to push the duo lane and towers - and no melee champions can do the ranged carry's job. But that's a completely different issue.

Rebonack2 votes

I ran the calculations on this a while ago, as it happens, and found that making %Pen kick in at values above 60 would put the break-even point right around 200 resist between a bonus-pen eating item and a the current incarnation of Whisper. That's pretty solid, I think. Two hundred armor is right around the point that I would start considering someone tanky since you can hit over 100 armor pretty easily with just runes, masteries, and Ninja Tabi.

I know you haven't done the Mage post yet, but I would suggest strongly considering the idea of making the remade Voidstaff simply kick in above a set value of MR rather than ignoring 50% bonus like your Whisper does. Such a change would ensure that a Mage is still reducing non-scaling MR champions down to near zero even if they pick up a single MR item to try to prevent themselves from exploding (again, assuming flat pen is still calculated after applying %Pen).

Pyro1 votes

With MR it's much easier since all champions have either 30 base MR at all times or gain 1.25 MR per level (all melee champions with a very few exceptions).

I'm not yet done sketching the whole counter-MR system.

Rebonack1 votes

Lots of neat stuff in here, I'm especially fond of the Wit's End changes.

I pitched a topic several times more or less equivalent to your Malady idea, a build out of Dagger with 15 OnHit damage to smooth out the buildup on Wit's and other items. I would say just adding the thing to Hurricane and giving it some built in OnHit damage would be more interesting than removing the OnHit functionality it has just so that it can do crazy stuff for ADCs. With the addition of all these new OnHit effects losing that would be a shame. Hurricane is bad largely in part due to having few items that work well with it.

And just because I've pitched it before:

Malady + Warden's Mail + Combine = Faebane Grants IAS, Armor, OnHit magic damage, and Cold Steel: You steal 15% of the base attack speed of champions who hit you for 2 seconds.

Basically an armor counterpart to Wit's End, though instead of reducing their defense and increasing yours, it reduces their offense and increases yours.

Pyro1 votes

I pitched a topic several times more or less equivalent to your Malady idea, a build out of Dagger with 15 OnHit damage to smooth out the buildup on Wit's and other items.

On-hit component is a common concept that has actually been considered by Riot as Recurve Bow rework, but they weren't so sure about the magical to physical transition on BotRK. It's worth nothing, though, that we already have this sort of switch with Sheen into Lichbane and Cutlass into BotRK.

With the addition of all these new OnHit effects losing that would be a shame. Hurricane is bad largely in part due to having few items that work well with it.

I don't plan on removing on-hit synergy from Hurricane all the way, just that if more than one bolt hits a single target, only one onhit effect should apply.

Malady + Warden's Mail

It seems crazy enough to work.

BuyMeSkinsPls1 votes

Not a fan of the Tiamat change at all. Everything else is well done and well thought out

edit: I don't think there needs to be a bonus health scaling stat on it

Pyro1 votes

Atma's Impaler is supposed to be a Tiamat upgrade here, the passive does not apply to Tiamat itself.

Generally it's meant for champions who'd prefer tank items with regen (Righteous Glory, Warmogs) over lifesteal. Frontline bruisers eating up the poke.

Rebonack1 votes

I don't plan on removing on-hit synergy from Hurricane all the way, just that if more than one bolt hits a single target, only one onhit effect should apply.

Ah, okay then. I can see that.

And I might have just missed it in your analysis, but is this rework assuming that flat penetration is considered before %Pen again? Because if it isn't, then swapping over to %Bonus will just utterly crush soft targets who pick up a single mitigation item when combined with flat penetration.

Also, the higher the value of %Pen items the more it incentivises pumping HP and ignoring mitigation stats. Right now the ideal ratio without %Pen is 1500 HP per 100 mitigation. With Void/Whisper and masteries it is 2400 HP per 100 mitigation. Having 50% bonus pen would shove it well above 3000 HP per 100 mitigation. At that point you would be better off just sitting on your base resist values and building nothing but HP.

Pyro1 votes

Because if it isn't, then swapping over to %Bonus will just utterly crush soft targets who pick up a single mitigation item when combined with flat penetration.

If you're a mage with Zhonyas and around 50 base armor (100 total), 50% Bonus ArPen reduces your armor to 75, 35% total ArPen reduces it to 65.

Bonus armor penetration is less impactful against squishies. See: Yasuo's ultimate.

Onerios1 votes

Nice to see that this was finalised, sorry I did not catch it sooner. You already know my views on your crit changes from the wiki, but its good to see you fixed the hatchet/BC issue, does not strictly outscale the LW/other build now at all times (need to re-do the maths to see if it outscales at any point, but moving LW to AS probably means that its not the case).

SmokingPuffin1 votes

This is incredibly detailed. I have no real way of evaluating such fundamental change to the game. Things would obviously be very different, but it's hard to say which things would change or how balance would look afterwards.

I like the idea of %pen applying to bonus rather than base. It's not so obvious that the crit restructuring you're doing is positive. I think you'll have a hard time making that vision of fighter/tank/carry item relative balance actually work.

I think it is probably too ambitious to tackle the fighter project and the itemization problem at the same time. Both are big enough that you want to keep the rest of the world as constant as possible when undertaking them.

Pyro1 votes

I think it is probably too ambitious to tackle the fighter project and the itemization problem at the same time. Both are big enough that you want to keep the rest of the world as constant as possible when undertaking them.

By no means do I intend to do that. I'm just pointing out th at my project is by no means the ultimate solution that will fix all the problems :)

Possta1 votes

I'm worried at what the changes to the AD items and arpen would do to ad casters who go top/jungle/mid. Changing items like LW to have AS and not AD would cripple all champions that benefit more from flat AD compared to AS. Other than that, great job! I love the suggestion to rework crit chance so an adc can't win a fight with one or two lucky crits.

Pyro1 votes

Changing items like LW to have AS and not AD would cripple all champions that benefit more from flat AD compared to AS.

This is paired with buffs to the whole flat armor penetration item category. Some additional compensation is possible as well.

Done251 votes

I think we could actually remove critical chance all together an give the items a more defined niche. How about something like this?

Infinity Edge - Raw AD. Unique Passive - Increase all basic attack damage by 50%. Becomes THE "Increase your basic attack power" item.

Phantom Dancer - More Attack and Move speed. Reduced cost form loss of crit. More valued for its "ignore unit collision" passive.

Stattik Shiv - Just Attack and Movespeed like PD. Moving and attacking builds up charges. Landing an attack with full charges deals a bonus of 50 magic damage + 50% total AD to up to four targets.

Pyro1 votes

You'd have to change Zeal and Avarice Blade as well (if not changing them like here in this project), but like I've mentioned in the post, removing crit altogether is the easy way out.

Done251 votes

{quoted}

You'd have to change Zeal and Avarice Blade as well (if not changing them like here in this project), but like I've mentioned in the post, removing crit altogether is the easy way out.

It's probably the best way out. No one likes getting double critted by Vayne and automatically losing when she has only an IE.

Avarice blade has pretty much always been a useless item. We could swap it out for the much more gold efficient Agility Cloaks RIGHT NOW and no one would care.

I could see Zeal building out of a Dagger and being made into a cheap move speed item like Aether Wisp.

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