Nashor Tooth - Essense Reaver - Rank Game Structure. Changes I think may help, just my opinion.

Rain NT··4 votes·739 views

Feel free to express your thoughts and ideas as well. I'm going to be talking about some item changes where I find that the game has issues addressing and the game structure when it comes to ranked.

If you haven't checked out my thread on jungle item changes and sightstone improvement then theres the link : http://boards.na.leagueoflegends.com/en/c/gameplay-balance/P8XKvEUY-jungle-and-ward-item-ideas-hopefully-riot-see-this-if-not-just-my-opinion-please-dont-hate .

Nashor Tooth: Nashor Tooth is in a sticky situation where the item was made for AP champions to have some sort of sustain damage. But the problem with it is that most champion that can reliably use this already has sustain damage and prefer more ap to have burst as well. Champion like Kayle is probably the only one that uses this item to max affect but even than most kayle would rather go more AP central if they wanted too. **How to fix?: Make it more reliable on more champions like Azir Ekko Teemo Fizz Jax and Diana, niche champions that can use this more efficiently by giving them what the champion need (small burst + sustain damage). **

40% Attack Speed 75 AP 10CDR 3100 Gold (built from - Stinger+Needlessly+600g)

**Passive: **Every 6rd AA does a small burst of an additional 30%AP and can work against structures, count/stacks goes down after not hitting anything for 4 seconds. (this will synchronize with Ekko Jax and Diana only every second proc of their passive) (can also help champions like Diana and Azir take down turrets as well, and make Azir AA viable)

Active: Increase attackspeed by 20% and all magic damage of ALL sort receive an additional 18% amplification for 8 seconds, 50s CD(This will synchronize with Azir soliders so now they can add the spell damage on their AA).

The fact that it help their spell cast for a limited time, it will greatly help these champion have more DPS. While the AP,AS,MP,CDR is just to compliment the item and not have it overshadowed by other items. Sure its alil overloaded but compare it to the current NS, it's dropping 5AP 10CDR and a constant 15(15%AP) from all AA and 100 extra gold; for decent passive and a strong active. **And since it active is limited to 8 seconds, theres window where the item is "weaker" when enemy can capitalize. **Since it is build from another Needlessly, you have to chose.. More AP late game with DeathCap, the stasis from Hourglass, mobility+burst from Ludens, mana from Archangel, hp+slow from Rylais, or attackspeed+burst+CD from Nashors.

So I can see this on any good attackspeed AA proc AP champions, because during the time window of the active the champion and dish out a lot of DPS (with spells or AA). Champions like fizz will work wonderfully with this item because of his it synchronize with his ultimate and AA. All of Kayle's abilities will be buffed. Ekko and Diana all in potential just got real crazy (instead of burst from Ludens, do more damage over time). Azir will do more damage with soilder's over time because of the attack speed buff (and help his turret pushing power with every 6th AA). And if the numbers are too high then riot can adjust the numbers to make it more balanced.

Essence Reaver (I'm going to take this quote from another thread because he made a clear point and I couldnt say it any better even if I tried). "Essence Reaver isn't popular despite offering so much in a single item slot, the other choices are oftentimes better. 20% lifesteal with a shield. Attack speed, lifesteal, and damage based on enemy life. AoE lifesteal that gives an active AoE nuke. Essence Reaver isn't even a bad item -- it's actually rather good, and I even use it upon occasion -- but the other options are so grandiosely strong that they're picked up far more often. - **by Lunar Silkworm." ** How to fix?: Give it a stronger identity! If you want Essence Reaver for the CD and mana, give it more of that!

10% Lifesteal 80 AD 10CDR

Passive: Whenever you auto attack you gain a temporarily rapid mana regeneration over a period of x time (instead of instant mana). And that every AA reduce your spells by 0.5s. (This way AD casters will have a way of casting more)

The mana regeneration over time is a small nerf in short, but profit over time. The 0.5 reduce CD on AA will help casters spam more and use more of their abilities which they might prefer over more AD or damage or attackspeed or lifesteal. It specifically made for AD casters. If 0.5 is too much reduce it to 0.3 even, but I think 0.5 is a fair number. Champions like Jayce, Ezreal, Olaf, Urgot, Varus, Xin, Yorick can use this item will because it will synchronize with their kit.

Ranked Game Structure As for ranked que! I see everyone complaining about the fact there is always a troll in their game. And I thought long and hard of a way to fix this problem THAT EVERY PLAYER hate unless they are a troll themselves. We all have that game in champ select.. "riven only or afk feed" "best bot duo" "I'm a smurf" "Not support or afk feed" .. those players that think that they are god's gift to the world. And that everything has to go their way. Well my solution to this problem is have a 4/5 man vote in ranked champ select. BUT BUT BUT!!!!! But the different to everyone else idea is that it will be anonymous voting (as in no one knows what eachother are voting).

To avoid abuse on one players, players will not be able to add players that is already in the champ select OR If it is a premade team (duo-que), players that are friends cannot have private chat while in champ select. This way the one that is trolling will be ruled out. The punishment is that all players have a 10 mins delay time and the one that was trolling gets a 30 mins delay time. This way no one loses LP, just wasting a lot of time. Only way to lose is if there is a case of players grouping up against one player for no reason because they lost pick and ban phase or they just dont like what someone picked even though its viable. The player can report it after everyone has been kicked, therefore if there was a case of abuse then the 4 other players will lose LP and the victim will gain LP for time lost. (Cases like: talking in chat about everyone voting on one person or any sort of abuse on one person.)

Conclusion I like to brain storm ideas because this is the game I love and I hope one day we can all make this game better and balanced; more enjoyable and less toxic. So feel free to tell me how you think of these ideas or how to make it even better or if its even viable at all.

7 Comments

Rain NT1 votes

bump

CasterGilgamesh1 votes

these are very good ideas

ChaosThief1 votes

I would still prefer the old nashor's tooth. Also, essence reaver's problem is not the mana it gives back, it's the price of the item. It's a late game item to fix an early game problem.

Rain NT1 votes

True, thats why theres a buff as well so the caster can spam more of their abilities. The passive buff will make the mana regen just a side benefit

Sire Hippington1 votes

Essence Reaver ER curretnly is a good item, just slightly lacking to compete with other choices(muramana, BT, Hydra) I think there are 2 ways of improving ER in the current circumstances: Either make it a more worthy early pickup for spellslinging ad, pushing it closer to muramanas niche, or make it more slot-efficient as ad-caster-sustain item, pushing it a bit more towards BT/Hydra.

If it should be a early purchase, the builtpath needs to be smoother, and the sustain it offers needs to be more meaningfull early on(the mana ER currently gives is rather poor till you have some good AA dps) The most simple solution here would be adding a Forbbiden Idol to the builtpath and add 100% manaregen on ER, giving casters a way to itemise for mana sustain in the early lane whilr makeing ER it self more effecktive as mana sustain item early on. Another option would be a adding a mini-reaver that builts into ER, like longsword+440g, 10 ad and 2-8 mana per AA based on missing mana, doubled vs champs, adding the 2-8 flat mana as well as the double vs champs to finished ER aswell so it actually provides meaningfull mana sustain.

If it should be a slot-efficient sustain item for ad-casters, the mana sustain needs to be bigger aswell, and it needs to offer more health sustain aswell. The obvious solution here for me would be again adding 2-8flat mana per AA and doubleing the totall mana gained vs champs to make it more potent in terms of mana sustain, and adding 10% spellvamp to make it a more worthy sustain item that keeps up with BT for ad-casters, maybe uping the price by 100-200 in return. The lifesteal+spellvamp could also be changed to something like 8-16% based on missing health to creat a bigger gap to BT and his overflow-shield.

Disclaimer: all numbers are obviously not final as numbers would need testing

The reason why i don't like your idea: cdr reduce on AAs sound nice, but if you think about it, it has to many exploit cases to be balanceable. Just imagin Lucian or Ezrial with 0.5 sec cd reduce on hit... Even no mana champs like renekton or shy would probably pick it up for the raw cdr-power...And Yi with infinite Qs on ~1sec cd with devourer into ER...

Also, i think mana regen on hit kinda goes against the gateing off the item. Imo it should reward you with great sustain if you take the risk of AAing constantly. By makeing it regen over time, a single opportunistical AA could regen to much compared to the risk, or constant AAing doesn't give a meaningfull enough sustain.



**Nashor's Tooth **

I think we first have to sot out the fitting niche for Nashor's, which imo inclouds slightly changeing Lichbane aswell. Traditionally, Nashor's Tooth gave AS, AP, CDR and MP/5, beeing a item for champions that want both AS and AP(so mostly champs with an ap-scaleing on-hit), mostly granting them all they want for extendet fights: sustained dps, cdr, manasustain. With the latest changes, riot for some reason tries to push it into a mage item that gives acces to some dps. However, i just don't see it beeing used by mages unless they still fit the old characteristcs: Ap+AS scaleing, ususally and inbuilt on-hit that scales with AP Your approach would be changeing it into a item that offers a mix of burst and dps, mostly focused on champs that want ap+as. However, i think we already have a better candidate for burst/dps hybrid: Lichbane. Though i do think lichbane needs a little help to perfectly fill that niche, it seems like far better suited for it. Also, i don't like no-utillity actives on items. They tend to snowball hard especially in 1v1. Imgain a fizz rushing your Nashor and then landing the ult, there is no chance to survive that all-in, not even on a mao with rushed SV. Same with diana. There kill-threat with just one item would be higher than it ever has been even with DFG...

So i do think it kinda needs to go back to the roots, beeing focused on ap on-hit champions, beeing a dps item that provides what you want fot extended fights. So, what do on-hit champs need for extendet fights? Some AP surely comes in handy, AS is what you want, cdr goes a long way, aditional on-hit damage is great to, but thats not all you want, especially not as a melee. If you are in a extended fight and have the cdr, you will spam spells like crazy, so you will need mana. Lot's of mana. old nashor's gave some mana sustain, and i think it should return, just more as a on-hit sustain, like 2% missing mana on-hit, 6% vs champs. Aditionally, you have all that AS and the on-hits, so you want to constantly AA, which means you have to stick in range. So i think Nashors should grant Movement Speed. All AD/Crit-AS items give mobillity(exept runaan's), cause you need mobillity to constantly use you AAs, so why have on-hit builts no option for MS? If we're at it, give stinger some MS as well, as the other item it builts into is Zephyr, the highest %ms item in the game... Last but not least, you need to stick in range for a extendet period of time, so you need tankiness to sustain through that, especially as melee. Now, adding defense on Nahors in Addition to AS, AP, Cdr, MP/5, MS and a on-hit would be totall overkill on a already rather overloaded item. However, current Nashor's does not really allow for much tankiness, as the on-hit it offers has poor base damage, but a high scaleing, so you need some AP in addition to make it worth. This is one of the reason why you rarly see Nashor's in tanky builts like on Cho or tank-Diana, but mostly exclusive on ranged champs as they can afford a more squishy built. Increasing the base damage of Nashor's while reduceing the ap-ratio would allow to incloud more tank items in your built, or other on-hit like Wit's or hurricane, without loosing out on to much damage from the lack of AP.

So in this is what my Nashors would look like: item 3115 =item 3101 + item 3108 +item 1052 + 935g(3450g total)

50% AS 65 AP 20% CDR 6% MS Unique Passive: restore 2% of missing mana on hit(6% vs champions) Unique Passive: deals 12+Level(+0.1ap) magical damage on-hit(30+0.1 on level 18, breaks even with current damage at 300AP)

So a bit more AS and Basedamage than now, but slightly less ap and a reduced scaleing. In addition, you gain a manarestore on-hit and some MS for 450 aditional gold.


I'd like to throw in an idea for makeing Lichbane a bette item outside off specific champs like TF or Fizz, makeing it fit better into the niche of a dps-item for mages.

I would remove the Internal CD of the Proc and add a charge-system. Lichbane builts up 100charges within 2 sec. If the proc gets consumed, the damage is multiplyed by charges/100. Basicall, if you have 2 sec or more between the procs, it deals full damage, if you only have 1.5 sec it deals 75% damge, 50% after 1 sec and so on. I'd increase the damage form 75% base-ad+0.5ap to 100%base + 0.55ap, as the internal CD kinda get's increased to 2sec from 1.5. This should smooth out the damge you can get out of LB by spellweaving, especially for fast spaming champs like Eve, while it also helps champs with not that fast dpam by increasing the damage and the cd for max effect. I'd also either change Aether Whisp into a Fiendish Codex and replace the ms with cdr to support the dps-character of it even more, or i'd increase the MS to 10% and change Ludens from MS to CDR, so Lichbane is the Mage-MS item while Ludens get'S closer to his Ancestor DFG, provding high AP+10% cdr.

Disclaimer: all numbers are obviously not final as numbers would need testing

Rain NT1 votes

I like your ideas too and I think they are viable, imo I just think that it still won't be strong enough to compete with the other items that match it. And I'm surprised I didnt think about making an easier item path for it either. Youre right having it have the same item path as BT is quite strange. And you're right having forbidden idol as part of its component is perfect for it. I like the mini component (mini reaver) you were talking about, build from forbidden idol and vamp scepter, because I do agree that it needs an item that helps earlier on. But either way, if we dont make it strong enough to be better on some champions than other champions then it won't be good enough imo. I'm not 100% sure on the spellvamp just because it will just feel really overloaded (pretend wukong my main with lifesteal and spellvamp when he spins). But honestly if it will make this item more acceptable, I'm down for it.

And what youre saying about lucian and ezreal, thats the point im trying to make. I want these champs to look at another item instead of Botrk and BT. Even then with the 0.5 CD per AA, they will prob still get BT for defensive reason and Botrk to kill tanks and peel. But you're probably right that 0.5 is a bit much, like I said earlier the numbers aren't clear.. if anything nerf it to 0.3s if it becomes a problem. And I dont think Renekton Shyvana and Yi would want this item over Botrk and Hydra because of the sheer damage it provides.

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