marksmen itemization, item interactivity and statisfaction with critical strike items
after seeing the (pretty shitty) plans riot had for marksmen itemization, which is mostly just flat buffs to their items with bigger stats to swing around, i tried to take a stab at crit items myself.
#current issues with critical strike itemization:
- scaling issues (slow to come online, incredibly overbearing when it happens too fast)
- boring and uninteresting to use (most crit items are flat stat upgrades with barely any gameplay involved around them)
- no interactivity and lack of counterplay
#goals of this rework:
- flatten out the power curves of crit marksmen (stronger midgame at the expense of some lategame power)
- make critical strike items significantly distinct from one another
- add layers of interactivity to the different marksmen/critical strike items
unchanged but important later
nothing more to say here. the item has it niche.
(recipe unchanged - 2600 gold) 60 ad 35% attack speed
unique passive: basic attacks against the same enemy champion grants 6 bonus AD, stacking up to 5 times. this bonus is lost upon attacking a different target, unless you scored a takedown within the last 3 seconds.
pros:
- very gold efficient when stacked up
- great standalone item (graves and jhin might get adjustments to stack faster)
- stat boost scales well as the game progresses and it gets multiplied with crit and attack speed
cons/counterplay:
- forcing the marksman to switch targets resets the stacks
disclaimer: ONLY ONE ZEAL ITEM MAY BE PURCHASED AT A TIME
(zeal + dagger + dagger: 2800 gold)
35% attack speed 30% critical strike chance
unique passive - Rapid fire: standing still grants 10% bonus attack speed per second (stacks up to 5 times), and at 3 stacks gain 20% bonus movement speed for 2 seconds. scoring a takedown immediately grants 5 stacks of rapid fire.
pros:
- putting the rapid fire into rapid fire cannon. being able to position and plant your feet for a couple of seconds, grants a massive attack speed boost and dps increase
- risk/high skill = reward gameplay (stop and charge above 3 stacks, move, stop and charge above 3, move)
cons/counterplay:
- forcing the marksman to stop attacking and move decays the stacks (1 or 2 stacks per second decay)
(recipe unchanged - 2800 gold)
35% attack speed 30% critical strike chance 5% movement speed
unique passive: Moving and attacking will make an attack energized unique passive - Shiv lighting: your energized attacks deal 60 - 140 bonus magic damage and pierce through the initial target with increased range (think twitch ultimate)
pros:
- piercing attacks either over minions or onto enemy champions behind the enemy frontline
cons/counterplay:
- dodging the energized bolt or positioning where the marksman cant hit more than 1 target with his empowered shots
(recipe unchanged - 2800 gold)
45% attack speed 30% critical strike chance 5% movement speed
unique passive - Nightstalker: after being unseen for at least 1 second, grants a shield for up to 280 damage (scaling with level). the shield decays over 5 seconds upon entering enemy vision (5 seconds cooldown). unique passive: gain 7% decaying movement speed for 3 seconds when entering bushes
pros:
- refreshing shield to protect against burst and engages
- same name passive as duskblade, so yes assassins cant stack it without losing duskblades proc
cons/counterplay:
- keeping vision on the enemy adc denies the shield
little trick:
- clever use of
and
can guarantee the shield
(recipe unchanged - 3100 gold) (this is where shit gets interesting)
70 attack damage
unique passive: Increases critical strike chance by 50% unique passive: empowers the abilities of other critical strike items
rapid fire cannon: attack speed per second gained increased by 5% and movement speed at 3 stacks to 25% runaans hurricane: generates 2 extra bolts and bolt damage increased from 60% to 90% depending on level stattic shiv: massively increases the charge rate and further increases the range of the piercing bolt phantom dancers: shield increased to 350 damage scaling with level, and movement speed bonus no longer decays over its duration
pros/cons:
- all of the effects amplified
as far as
and
go, these new versions of those crit items dont synergize with them at all.
so we could consider the possibility of designing a couple of melee only critical strike items specifically fit for melee carries.
i think decoupling
from regular critical strike items might provide a chance to smoothen out his power curve aswell.
im thinking of something like a possible big
item for them as a replacement for infinity edge, together with 1 or 2 new
items with 25% crit chance each, so
reaches his 100% crit chance and full strength at 3 items instead of 2.
another possibility would be to bring back a similar version of the old
when it was still a crit item.
unchanged but important later
(recipe unchanged - 2600 gold)
60 ad
35% attack speed
(zeal + dagger + dagger: 2800 gold)
(recipe unchanged - 2800 gold)
(recipe unchanged - 2800 gold)
(recipe unchanged - 3100 gold) (this is where shit gets interesting)
No longer 3 crit W that she has with current StormR and really bad synergy with her gameplay of playing through bounces, she would start ER over StormR cuz you just cant land 5 aa's with 500range to the same enemy on a row.
cant say if she would start SR or BtorkK as she does now, I think that BtrK but anyway she would always choose the cdr option if she had one.
Her trade patterns are short on early she has no stack speed steroids, so she would buy it not because it's great on her but because she wouldn't have other option, nothing on her kit has synergy with it.
Current StormR is for Rockets, this one is for Machinegun, she would sure start with it and would be pleased since she stacks it easily even though she will miss the ms of the current one considering that shes a stick.
It's perfect for her, nothing more to say.
Looks good but BotrK has lifesteal and with her range she needs it.
This would need a nerf for sure, Warrior into StormR would be insane.
The two items powerspike of BotrK and StormR with his passive would break the game for how cheap they are.
Never
Melee toplaners would hate her more because in a 1vs1 lane the things you could do with that item...
Really good on Trist and her all in once she has it would be scary.
He's bullied in lane so BotrK is more safe.
Trash on him, I dont even know which item would he start with since he has no good option.
Decent, similar to Tristana case imo.
On hit would still go with BotrK and Lethality well, with Lethality.
Similar to Twicht, is good on her but it's really risky, not sure.
Massive nerf compared to current StormR, he would just start with a lifesteal item into crit.
mid, top, bot and jungle. so you shouldnt expect to play
or
in the bot lane, then it would be possible to build teamcomps around them as carries, just like you can form them around marksmen.
or 