[New Item] Reduced ability costs

UberAffe··2 votes·325 views

An item that reduced the cost(mana/energy/health) of abilities by up to 20% with permanent stacks that were gained from using abilities, would stack the same way tear does. The 20% was an arbitrary amount and it could differ between the cost types. It would build into 3 or more different items, ad, ap, health, others?

This item would be an alternative/ addition for champions with resource hungry abilities. my main reason for applying this to resources other than mana is shen, his dash costs over half of his energy which basically means he is only allowed to engage in bursts when he has full energy, instead of a sustained fight

10 Comments

Miku Lv991 votes

So basically, you can buy mana, except that the champions that were specifically designed to not be able to buy mana also can. Just what we need, a buff to all those manaless champions and a negligible advantage for mana champions compared to what they an already use.

UberAffe1 votes

Right now aside fromitem 3222 item 3508 item 3042 which are extremely niche items the only people who can get mana/mana regen are AP champions. It doesn't have to open up to other resources that was just a whim addition, but I think it would be nice to open up some other build options like this for non-AP champions.

Leaf of the lake1 votes

I don't like most of what you said in that post, but one thing I do like: The concept of reducing mana costs instead of just providing more regen. I don't think it should apply to non-mana-using abilities, and I dunno about a stacking system or if it should just be an immediate effect, but it does provide another way for mana sustain to scale, which I think might be interesting.

UberAffe1 votes

I'm assuming what you didn't like was it building into those different item types/ being used for non-mana champions I wanted the build paths because right now there is one mana "regen" item that is not ap item 3508 and I think it would be nice to have a build option for all non-ap champions that have mana problems

As for opening it up to other resources that was mostly a whim addition because I think shens costs are too high

Zair Umbras1 votes

Bonus energy in Masteries was removed because of champions abusing it. Energy regen in runes is near worthless because the champion is balanced around their energy consumption... This would be a buff to Mordekaiser by reducing the health cost, but it would later turn into uselessness since he's pretty good after a revolver. lol. For mana champs, this could be awesome, for every other champion, naaaaaah.

KMannnnn11 votes

Honestly, this would just give champions with low cost abilities a bigger advantage, because they really could just go full braindead and spam all day. And you could add some kinds of special conditions, but it would still be a bigger buff to champs who already don't worry much about ability costs.

UberAffe1 votes

Yes and no, by its nature having a percentage taken off means it would do more for champions with high cost's. Also I don't want this to be another item for mages I want it as an item for non-AP champions to build that would help with their mana consumption. so yes ziggs could buy it and spam the shit out of his spells but it would give him little to no ap.

The Paulrus1 votes

I would argue that rather than a cost reduction, a mana-vamp for casters similar to what item 3508 does would be ideal and effectively the same as a cost reduction without removing the initial mana-gating effect. It would also prevent spam healing and spam of utility spells. You could easily work in the stacking mechanic if needbe, but I think it would have to be similiar to a Mejal's stacking system, where dying loses you stacks. In fact, I'd argue there needs to be a CD or some type of gating on the ability to prevent massive spamming of abilities.

Unique Passive: Mana-Vamp: Damaging an enemy champion with an ability refunds 1% of the mana cost of that ability is returned to the champion for every 50 damage the ability does. Bonus is halved for AOE abilities. Cooldown: 5 seconds

A few options with the stacking:

Unique Passive: Spell Charge: Damaging an enemy champion with an ability grants a stack of Spell Charge. (Cannot occur more than twice in 8 seconds.) Max of 50 stacks. Half of stacks are lost upon death. Unique Active: Mana-Vamp: Damaging an enemy champion with an ability refunds 1% of the mana cost for each stack of Spell Charge for 15 seconds. Spells cast while Mana-vamp is active do not grant Spell Charge. (120 second cooldown)

or

Unique Passive: Spell Charge: Damaging an enemy champion with an ability grants a stack of Spell Charge. (Cannot occur more than twice in 8 seconds.) Max of 50 stacks. One third of stacks are lost upon death. Unique Active: Mana-Vamp: Damaging an enemy champion with an ability refunds 1% of the mana cost for each stack of Spell Charge. Each spell cast while Mana-Vamp is active consume 10 spell charges. (120 second cooldown)

Thoughts?

UberAffe1 votes

Those seem like decent ideas but they don't address all of the problems I was trying to cover Tanks that are not ap based and supports that are not ap carry "supports" have no real itemization to help with mana problems. A true support has their first 2-3 items decided for them before the game starts and tanks only have one item that can help them with manaitem 3110 . I think there should be more itemization options. Ideally having more items for every role like the current jungle item would be nice.

The Paulrus1 votes

Most of the supports have abilities that damage enemies, which is good. What shouldn't happen are situations like a Sona who's able to continually heal her ADC and give them a speed boost. If you wanted an overall mana cost reduction, you'd have to provide some type of increase to CDR to prevent spamming. With 40% CDR and a refund on even part of mana costs, would many ranged supports to spam their abilities ad nauseam.

As for Tanks, Hextech Sweeper is another option for mana, albeit not a great one. Riot definitely needs to improve itemization for tanks and in general. The key problem you run into, like I mentioned, is people who get to 40% CDR, and would no longer mana gated effectively, and would spamming abilities like mad. For example a TF who can spam his three card throw every 3.6 seconds because the cost reduction makes it so that he's able to sustain that mana.

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