Some thoughts on the state of itemization

GoblinGremlin·2/18/2018, 6:07:16 AM·2 votes·349 views

Heads up, this will be a long post.

Diving right in, I want to present some thoughts on the current state of items in the game and how we can improve the relationship between champion identity/role and the itemization of their class.

First of all, I consider there to be three general cases of items being problematic:

  1. The item is overbearing on its intended user(s): the item provides too much value for its cost, or too much of a certain kind of power, or covers a weakness of its intended users too well. See: previous forms of the Black Cleaver, feral flare/devourer, atma's impaler, etc.

  2. The item is overbearing on unintended user(s): the item provides too much power, a unique synergy, or other advantage that is abused outside of its intended users/class. See: many states of Blade of the Ruined King, previous forms of cinderhulk, recent and current support items (ancient coin nasus, relic shield GP, spellthief's edge in midlane, double relic shield botlane + overheal, etc.)

  3. The item is unimpressive on its intended user(s): the item is too weak for the champions that are intended to benefit from it, or is crowded out by other superior options to the point of being unviable or a poor buy. *

*Right now relatively few items are too weak for intended users, even the nerfed Rylai's can see some use on brand, but ohmwrecker still exists...

Issue #3 is not as frustrating, or significant, as issues #1 or 2. Currently, the top itemization concerns I feel, and see echoed by others on the boards (not touching the upcoming AP item changes yet as I have not played on the PBE) are that ADC items are perhaps undercosted, support items are/were shafted because of non-support abuse cases, and bruiser items remain incredibly expensive.

When I was messing around in an aram, I noticed that although Maw of Malmortius and Sterak's Gage both have the same keyword unique passive (lifeline) they also both offer separately-named passives that buff the proc of lifeline itself. This made me think, what if there were more items that interacted in a synergistic way, beyond simple stat stacking/multiplying? For example, imagine Item A has a passive that "turns on" or modifies positively in some way a stat or passive on Item B. The two items together would be more than the sum of their parts, and this could help prevent out-of-class abuse of items. How, you ask? Imagine we wanted to make an item provide a good mix of durability and damage, but we didn't want to allow adc's or other squishy damage-based classes to abuse a slot with high damage that could cover their weakness of squishiness. If the damage portion of the items stats, passives, or even actives, was tied to also possessing another item, ideally a fully defensive one that squishy damage dealers wouldn't want to buy, we'd circumvent a potential issue.

I feel that this sort of change could not only be used to prevent unintended abuse cases of items by outside champion classes, but also to smooth out or spike the power curve of a given champion/class' build. By tying an items full power, or a specific part of its power (ideally not just stats) to another item cementing that role/build identity, we could simultaneously weaken unintended users of the item and allow for a more defined powerspike at a certain combination of items.** Consider, currently ADC's experience tremendous item synergy due to the interaction of crit - AA damage - attack speed on their items, as well as their unique item passives (COUGH SHIV IE COUGH). Riot could weaken*** the 1-item powerspike of an ADC that finishes IE by limiting the bonus crit damage passive on it until a full zeal item is purchased. Similarly, if these types of interactions were added to component items, we could increase the power spike of a bruiser, tank, etc as they complete their build.

**essence reaver is somewhat similar to this but I feel the additional CDR comes across as a complete bonus making the item incredibly gold efficient, as well as boring because its just "oh, you bought stats, here, have more stats, so you can be slot efficient but still have CDR" I'm not a perfect designer but the ideal sort of functionality to 'unlock' would be something like the frozen mallet slow or the movement speed on phage, a passive that can help a specific role function very well or transform their laning.

***not making a statement that they SHOULD, just giving an example of how this could work.

I'd appreciate any feedback or thoughts on this idea, and though I doubt Riot would actually take an idea from me I'd be very happy and proud if in some way I inspired a positive change to itemization in league (I won't charge them for it either :P lol)

2 Comments

Rindin142/18/2018, 7:03:21 AM1 votes

This....this seems like a really good idea honestly.

Granted it would make the shop that much more difficult to grasp for new players (at least, if I am understanding your ideas correctly) it would be very interesting to see how this could be implemented.