Current Item Design and Clear Inconsistencies with Current Design Philosophy
When reading the dev notes, it became apparent that one of the development team's biggest focuses currently is on "windows of power". Lots of new champions and champions who've had recent reworks have been given minigame elements to their kits and highly conditional abilities trying to give them clear instances where they're weak and where they're strong. Fiora is strong when you have a vital facing her and weak when her riposte is on cooldown, Yorick is weak when he has no ghouls up and his power spikes dramatically when he hits four graves. Even older champions exercised this design to an extent, Xerath for instance had to expose himself every so often and sacrifice his huge range to proc his passive and refresh his mana pool.
But this philosophy hasn't adequately extended to items. Lots of the stronger (and much weaker!) items in the game fall into this problem. Back in mid to late season 6, Rylai's was a huge problem being bought on every single mage even if they didn't have specific synergy with it and it was rightfully gutted for being too strong and overbearing. For all of Riot's talk about "windows of power" and implementation of it into newer champion kits the vast majority of finished items in the game are still defined by a unique passive that has a near 100% uptime. After completing Rylai's most mages permanently had a slow on all 4 of their abilities, and sometimes even their passive. There's no balance of power here. Rylai's still has this huge problem, but its stats have been tuned down so significantly it's no longer a problem for the game. If Rylai's instead was an active item there'd be an incredibly distinct window of power and window of weakness (when the item active is in effect, and when the item active is on CD respectively) which means that the smaller instance when Rylai's is in effect could be all the more powerful and impactful.
This has been a problem with grievous wounds (specifically Executioner's Calling) as well. I'll use Vladimir here as an example, however there are plenty of other champions affected in the same way such as Dr. Mundo. After his rework in the Mid Year Mage Update in S6 Vladimir's kit shifted the power on his Q around so that there were distinct windows when his healing was especially strong, rather than him simply healing at a constant rate at all times. This was a great change. Executioner's calling applies Grievous Wounds as an on-hit effect, realistically it's going to have an extremely high uptime during an engagement. What is the point behind giving Vlad this attack pattern where he has small windows where his healing is much stronger than usual, if the item which mitigates heals does not do the same in turn and merely inhibits his healing constantly at all points? It creates an incredibly binary gameplay scenario where Vlad can only be balanced one of two ways:
- his healing is tuned for the enemy not building grievous wounds, and is undertuned when they do inflict GW upon him
- his healing is tuned for the enemy building grievous wounds, and is overtuned when they don't inflict GW upon him
This is a big problem. The intended counter-items don't follow the same gameplay and design philosophies that the champion kits do. Ideally, executioner's calling should give the user a brief window to massively inhibit the enemy's healing for only a short period, and one of the tipping points of the fight or skirmish should revolve around the player successfully applying healing mitigation at the same time the enemy champion reliant on healing uses their strongest heals. Vladimir (for instance, other healing champs could be affected the same way such as warlord's users) wants to avoid popping his crimson rush or ult heal while his heals are greatly reduced, and can potentially play around the enemy team by saving them for after his enemies have whiffed their healing mitigation item.
Thornmail is much the same way, following a binary gameplay pattern because of its permanent uptime and lack of a window of power and weakness. When a tank buys Thornmail they are now a huge problem for the ADC simply by possessing it, and likewise once the ADC possesses lifesteal the thornmail in its entirety is invalidated.
I am really pleased to see that a lot of newer items have either actives or more obvious effects, like redemption, stoneplate, and coin's skillpoint elixir. But I don't understand why time hasn't been taken to go back and change a lot of older items that utilize this archaic model of permanently in effect passives into active items.