Coin-Line Gold Passive Rework Idea:

Stacona··3 votes·394 views

What I am going to suggest here is something of a hybrid of a slight passive element still, but most of the gold income will be moved into a very active role and get properly rewarded for doing so rather than the coin-line current passive gold income just for afking in the brush (this is a boring way to play for everyone and something we shouldn't encourage when playing as support, you are making the lane a 1v3 for your marksman rather than making it a proper 2v2 since you are stealing exp and doing nothing). Essentially think of something more akin to spell thief since mostly mages will be the ones getting this item, with more emphasis on shield and heal mages.

On that note, a slight stat change will be in order, like remove health regen and in replace you get shield and heal power (you can only get one gold item remember so it doesn't need to be an unique passive). The item will heal yourself whenever you expend a Coin, more on this in a bit, but even if you don't have a shield or heal in your kit (unlike Janna, Lulu, Soraka, Sona, Taric, Ivern, Alistar, etc.), the shield and heal power is not completely wasted (also there are items with shields and heals).


COIN TIER ONE [ANCIENT COIN]: +25% Base Mana Regen +5% Cooldown Reduction +2 gold per 10 seconds +Passive: Gather a Coin every 3 seconds, up to a maximum of 10. Each Coin expended grants 2 gold and restores 2(+5%AP) health. Minion executes lock you out of expending a Coin for 12 seconds. +Passive: Your heals, shields, or speed ups against allied champions expend 1 Coin. Basic attacks against enemy champions or structures expend 2 Coins (4 Coins for melee attacks). Abilities against enemy champions expend 4 Coins.

COIN TIER TWO [NOMAD'S MEDALLION]: +75% Base Mana Regen +5% Shield and Heal Power +10% Cooldown Reduction +2 gold per 10 seconds +Passive: Gather a Coin every 3 seconds, up to a maximum of 12. Each Coin expended grants 3 gold and restores 2(+5%AP) health. Minion executes lock you out of expending a Coin for 12 seconds. +Passive: Your heals, shields, or speed ups against allied champions expend 1 Coin. Basic attacks against enemy champions or structures expend 2 Coins (4 Coins for melee attacks). Abilities against enemy champions expend 4 Coins.

COIN TIER THREE [NOT ALL OF THE STATS FOR EYE OF THE OASIS AND TALISMAN OF ASCENSION]: +100% Base Mana Regen +15% Shield and Heal Power +10% Cooldown Reduction +2 gold per 10 seconds +Passive: Gather a Coin every 3 seconds, up to a maximum of 12. Each Coin expended grants 3 gold and restores 2(+5%AP) health. +Passive: Your heals, shields, or speed ups against allied champions expend 1 Coin. Basic attacks against enemy champions or structures expend 2 Coins (4 Coins for melee attacks). Abilities against enemy champions expend 4 Coins.

(Just like the Spell Thief line, the Tier 3 passive gets its minion lock-out element removed.)


7 Comments

Chaos Milk Tea3 votes

This is definitely a step in the right direction in terms of making the item more interactive, but it feels too much like it is overlapping the space of Frost Queen's Claim.

The idea of gaining gold for actually supporting an ally is interesting, but delicate. You address that issue by giving smaller rewards for healing and shielding, and bigger ones for actively engaging. I wonder though if there is a way to reward active healing/shielding over passive healing/shielding so that you don't have to give rewards for fighting like Frost Queen does. For example, using your coin system let us say the the initial heal/shield consumes 1 coin, but while the shield is still active if the shield absorbs damage more coins are consumed, and if the allied champion was damaged within 3 seconds before or after you cast the heal, more coins are consumed. This way standing in the back and spamming spells while ignoring the opponent doesn't generate gold, and supports like Soraka are encouraged to actually use their effects during fights instead of standing back and topping off the adc.

Stacona1 votes

Too complex, the only way is simply having it with a hybrid of a weak shield/heal reward and a much greater reward for interacting with the enemy team like with spell thiefs. It would be a successful rework if the healers and shielders interact with the enemy when they have this item opposed to sitting back and doing nothing.

I don't think overlapping with spell thiefs is a bad thing since I really like that gold passive already and even want relic to reflect on the same aspect in some way, except maybe less charges and applies only on crowd control against enemy champions. The charges that expend on doing something active just feels really good for the player.

ChaddyFantome1 votes

{quoted}

This is definitely a step in the right direction in terms of making the item more interactive, but it feels too much like it is overlapping the space of Frost Queen's Claim.

The idea of gaining gold for actually supporting an ally is interesting, but delicate. You address that issue by giving smaller rewards for healing and shielding, and bigger ones for actively engaging. I wonder though if there is a way to reward active healing/shielding over passive healing/shielding so that you don't have to give rewards for fighting like Frost Queen does. For example, using your coin system let us say the the initial heal/shield consumes 1 coin, but while the shield is still active if the shield absorbs damage more coins are consumed, and if the allied champion was damaged within 3 seconds before or after you cast the heal, more coins are consumed. This way standing in the back and spamming spells while ignoring the opponent doesn't generate gold, and supports like Soraka are encouraged to actually use their effects during fights instead of standing back and topping off the adc.

I actually like this alot. Its a good compromise that still fulfills the goal i think is trying to be achieved here.

DarkRitual1 votes

Sounds a lot like Murksphere item line from the BMB gamemode.

ChaddyFantome1 votes

While i like the idea, i feel it overlaps with Spellthief edge too much. While It seems to very clearly have a bigger focus on interacting with allies than enemies, i just don't see why i would ever go back to Spellthief then if this item means i don't have to worry about whether Ill be able to poke the enemy when i can just shield my teammate.

Nice attempt and this is definitely the right general direction to go about it tho.

Stacona1 votes

The shield/heal/speed up value is very low and doesn't really give much benefits; the active element heals yourself rather than deals bonus damage and grants slightly less gold than spell thiefs to off-set the fact that there is a little more passive gold with the heal/shield/speed up aspect even though the focus is on being aggressive than passive.

[Gold value is based on maximum stacks vs maximum stacks between the two lines of gold items]

ChaddyFantome1 votes

{quoted}

The shield/heal/speed up value is very low and doesn't really give much benefits; the active element heals yourself rather than deals bonus damage and grants slightly less gold than spell thiefs to off-set the fact that there is a little more passive gold with the heal/shield/speed up aspect even though the focus is on being aggressive than passive.

[Gold value is based on maximum stacks vs maximum stacks between the two lines of gold items]

I still don't see why I would ever go Spell Thief over it if Coin will provide more consistent Gold for the same comparable work at less risk.

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