People want D-shield buffs but I think the item needs to be changed all together: proposed change

HateDaddy··27 votes·2,030 views

So let's look at its current stats

item 1054 Doran's Shield +80 health Passive +6 flat health regen per 5 seconds UNIQUE: Blocks 8 damage from basic attacks and single target abilities from champions.

The item isn't good currently, it does have its niche on sustain champions against auto attack based champions but it's still a really linear pattern of play. And its biggest problem is sustain that involves no interaction. HP regen sustain is a very lame mechanic when it's tied to anything aside from a few cases like warmogs where you need 3k HP for the HP regen to kick in. Other than that, it's a non interactive stat that exists and can make laning very stale and cater to champions that can couple it with their innate sustain. See season 3 where d-shield gave higher HP regen and was built on every top laner. It made the lane stale and made sustain champions severely oppressive.

In my mind, Doran shield can't be good when it gives hp regen. The block is relatively weak but when it has good early sustain on top of it; it becomes incredibly powerful since poke can be mitigated by simply standing back while also serving as an anti all-in item - which it still does.

Here is what I propose:

Cost: 400g Dorans Shield

+60 Health

Passive UNIQUE: auto attack damage is reduced by 5% and single target spells are reduced by 3%.

This would actually make laning vs ranged champions less oppressive for melees. Coupled with item 3047, a ranged AD champion simply would have to do more than right click you to death. And it would still be a viable option vs single target spell casters.

My hope is this still keeps it a relatively niche defensive item because otherwise, it becomes extremely oppressive. The lack of sustain and ability to only purchase two HP pots make item 2033 better in many cases but when against ranged champs or auto attack champs, it becomes a compelling purchase.

That's all I got, gimme a dollar

48 Comments

venomous frost20 votes

the thing is, 5% AA damage is really weak early, and you only get the item for the first couple of levels. and you can't give it a higher % reduction because it would be too good mid game

HateDaddy1 votes

[{quoted}](name=venomous frost,realm=EUW,application-id=3ErqAdtq,discussion-id=QHohowa8,comment-id=0001,timestamp=2016-05-21T17:55:42.668+0000)

the thing is, 5% AA damage is really weak early, and you only get the item for the first couple of levels. and you can't give it a higher % reduction because it would be too good mid game

5% in the early game with two pots is actually pretty significant when you add up all the damage you reduce from AAs. You could move it up to 6-7% but my point is that the item has always been intended to be an anti being right clicked to death item. But having sustain on it has made it broken in the past and as I mentioned, hp regen sustain is actually incredibly powerful and very low on interaction.

venomous frost4 votes

5% is way less than 8 flat early.

Might be a better idea to just removed the flat hp regen and make the shield cost 400g

HateDaddy1 votes

[{quoted}](name=venomous frost,realm=EUW,application-id=3ErqAdtq,discussion-id=QHohowa8,comment-id=000100000000,timestamp=2016-05-21T19:20:23.544+0000)

5% is way less than 8 flat early.

Might be a better idea to just removed the flat hp regen and make the shield cost 400g

8 flat is applied after resists tho so it works out to only blocking around 2-3, which is why I said buffing it to maybe 7-8% isn't a terrible idea and without sustain, I don't think it'll be over bearing. It'll give melees the ability to actually lane vs ranged champs

Tychusfindlay9191 votes

{quoted}

8 flat is applied after resists tho so it works out to only blocking around 2-3, which is why I said buffing it to maybe 7-8% isn't a terrible idea and without sustain, I don't think it'll be over bearing. It'll give melees the ability to actually lane vs ranged champs

Darius Nope, garbage. I'd still take corruption potion.

Critmaster Garen10 votes

{quoted}

5% in the early game with two pots is actually pretty significant when you add up all the damage you reduce from AAs. You could move it up to 6-7% but my point is that the item has always been intended to be an anti being right clicked to death item. But having sustain on it has made it broken in the past and as I mentioned, hp regen sustain is actually incredibly powerful and very low on interaction.

5% dr would be an overall nerf to now. even 10% probably would be.

most champions dont break 100 ad the first few levels. its usually somewhere around 60 to 70 (with a dorans blade) for lvl 1. even before resistances 8 blocked damage is far more than 5% reduction.

the phase where melees need protection against ranged auto attacks and spells the most, is really the first few levels before they back for the first time and can buy some items to defend themselvs agains the constant poke.

that is the critical phase in which the lane is often decided. and melees are being pushed around and zoned from cs due to constant auto attack poke.

this change would only make the item worse to defend yourself against the typical ranged top laner. just make dorans shield 400 gold, so we can get a second potion with it, or give it some extra effect aganst ranged auto attacks.

HateDaddy1 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=QHohowa8,comment-id=000100000001,timestamp=2016-05-21T21:25:22.933+0000)

5% dr would be an overall nerf to now. even 10% probably would be.

most champions dont break 100 ad the first few levels. its usually somewhere around 60 to 70 (with a dorans blade) for lvl 1. even before resistances 8 blocked damage is far more than 5% reduction.

the phase where melees need protection against ranged auto attacks and spells the most, is really the first few levels before they back for the first time and can buy some items to defend themselvs agains the constant poke.

that is the critical phase in which the lane is often decided. and melees are being pushed around and zoned from cs due to constant auto attack poke.

this change would only make the item worse to defend yourself against the typical ranged top laner. just make dorans shield 400 gold, so we can get a second potion with it, or give it some extra effect aganst ranged auto attacks.

That's fine, I wouldn't even be against increasing the percentage to a point where it would help while still offering a few potions because removing the regen gives you the ability to do that.

My thing is this: I'm not a fan of the hp regen sustain because of its lack of interaction. I like d-shield as an anti poke/anti all-in item and I'm convinced you can make it function in ways to be just that without it having a random hp regen tag along. Otherwise it becomes too overbearing.

Critmaster Garen4 votes

{quoted}

That's fine, I wouldn't even be against increasing the percentage to a point where it would help while still offering a few potions because removing the regen gives you the ability to do that.

My thing is this: I'm not a fan of the hp regen sustain because of its lack of interaction. I like d-shield as an anti poke/anti all-in item and I'm convinced you can make it function in ways to be just that without it having a random hp regen tag along. Otherwise it becomes too overbearing.

so basically instead of regeneration, we get the same overall sustain, probably less from an extra health potion and less protection from auto attacks and spells.

a potion restores a 150 health. the same amount as dorans shield regenerates over the course of 2 minutes.

this is a nerf in every way and would make the item worse.

HateDaddy1 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=QHohowa8,comment-id=00010000000100000000,timestamp=2016-05-21T22:39:13.869+0000)

so basically instead of regeneration, we get the same overall sustain, probably less from an extra health potion and less protection from auto attacks and spells.

a potion restores a 150 health. the same amount as dorans shield regenerates over the course of 2 minutes.

this is a nerf in every way and would make the item worse.

I don't think you understand, I'm saying you can buff the damage reduction up to an acceptable point in exchange for that. The item can't exactly be great at everything and when it has been, it's been broken. My proposal overall is to remove the regen entirely and buff the block. And you could maybe increase the HP, too.

RespectPlus7 votes

You just nerfed the item dude Do the math

HateDaddy1 votes

{quoted}

You just nerfed the item dude Do the math

Yes I'm aware, we've been discussing that

Linna Excel5 votes

UNIQUE: auto attack damage is reduced by 5% and single target spells are reduced by 3%.

In order to block the same about of damage as the current version does, your opponent needs to have 160 AD or have a skill that does 266 damage. Plus you'd be losing 20 health and the regen.

This is such a hard nerf no one with spread sheets or basic math skills would ever take that item. You'd be better off starting cloth armor and a regen bead with a change like this.

Mishli1 votes

the one thing i want to see most is have it reduce damage from dots... so a melee champ without a dash can actually survive in lane vs darius or swain instead of just getting kited/dotted to death

Dr Poro4 votes

Doran's are supposed to be a first item purchase (unless you want to change this idea).

At lvl 1, this item would be horrible. AD champions start with about 60-70 AD which would make the passive half as strong as the current one, in addition to less health and no health regen. On the other hand, this effect could make it a decent item as follow up on your item 2033 , still the stats feel a bit weak to me.

What about reflecting damage? I think that would be a better alternative than health regen. It makes it better at 1v1s (vs AAers) and weaker at sustaining.

HateDaddy1 votes

[{quoted}](name=Dr Poro,realm=EUW,application-id=3ErqAdtq,discussion-id=QHohowa8,comment-id=0009,timestamp=2016-05-21T23:08:08.319+0000)

Doran's are supposed to be a first item purchase (unless you want to change this idea).

At lvl 1, this item would be horrible. AD champions start with about 60-70 AD which would make the passive half as strong as the current one, in addition to less health and no health regen. On the other hand, this effect could make it a decent item as follow up on your item 2033 , still the stats feel a bit weak to me.

What about reflecting damage? I think that would be a better alternative than health regen. It makes it better at 1v1s (vs AAers) and weaker at sustaining.

Idk, I'm not crazy about the idea of damage reflection. I figured when I did the percentage it be higher but I didn't consider applying before/after resists. So flat is better, I'd be fine with a higher flat amount. Say something along the lines of 10-12 flat that apply before resists?

Only Play Darius3 votes

I would say make it a baby item 3075 that returns a small amount of damage, doubled for ranged champions. That way melee top laners can actually do something against ranged.

HateDaddy1 votes

[{quoted}](name=Jelly Mac,realm=NA,application-id=3ErqAdtq,discussion-id=QHohowa8,comment-id=0004,timestamp=2016-05-21T21:13:27.522+0000)

I would say make it a baby item 3075 that returns a small amount of damage, doubled for ranged champions. That way melee top laners can actually do something against ranged.

That would be broken, every support would take it as well as any mid lane melee champion.

D shield either needs to be a sustain option or an anti right click/all-in option. It can't be good when it offers an average amount of both while not being good enough to actually excel as an item.

alfavhunter2 votes

{quoted}

That would be broken, every support would take it as well as any mid lane melee champion.

D shield either needs to be a sustain option or an anti right click/all-in option. It can't be good when it offers an average amount of both while not being good enough to actually excel as an item.

Doran shield

80 HP 50% hP regen Upon reaching 10% HP gain a shield for 150 for 3 seconds

HateDaddy1 votes

{quoted}

Doran shield

80 HP 50% hP regen Upon reaching 10% HP gain a shield for 150 for 3 seconds

That's not a bad idea..

I'm not crazy about the sustain but the passive is interesting. It solidifies it as an anti all in item, which is nice too. I might make the shield scale with level tho

alfavhunter1 votes

{quoted}

That's not a bad idea..

I'm not crazy about the sustain but the passive is interesting. It solidifies it as an anti all in item, which is nice too. I might make the shield scale with level tho

Scaling with level would make it to much of a "late game" item and it has a 150 shield that's usually about 20% of any LVL 1s HP, add in the 80 base HP it gives and it out values ruby crystal but doesn't build into anything

The HP regen is there to keep it useful after LVL 6 without being overly useful The HP regen can be changed to a static number as well

On top of that the shield can be changed to give 75 for ranged champions and 150 for melee

PB4UAME1 votes

Way too weak, not to mention bypassed way too easily.

10% at levels 1-3 is like 60-80 hp. Any form of execute, crit, or damage ability (other than a D.O.T.) that would kill you would most likely just kill you regardless of this item, without the shield ever triggering.

alfavhunter1 votes

{quoted}

Way too weak, not to mention bypassed way too easily.

10% at levels 1-3 is like 60-80 hp. Any form of execute, crit, or damage ability (other than a D.O.T.) that would kill you would most likely just kill you regardless of this item, without the shield ever triggering.

the shield would absorb damage before your hp does the moment you hit 10%, so lets say your 10% is 140 hp, but you take a hit at 141 hp for 290 damage, the damage would deal 1 to your hp, then 150 to the shield, then the remainder would apply to your hp again for 139 damage, leaving you at 1 hp

the number values are obviously subject to change, but the point of this item is a low level 'cheat death' mechanic because obviously 150 shield wont block damage for crap late game but at lvls 1-6 that extra 150 'hp' can save your life.

Supreme Senpai691 votes

If any support takes it they'll be absolutely gold starved lol

Popstar Ahri2 votes

+1

did people even read before downvoting?

ModIts Yuu and Mi2 votes

u rite hatedaddy

Kyrrion2 votes

They need to make it melee only and only provide damage reduction vs ranged auto's. The only option this game lacks is a "I'm melee vs a ranged laner" option. Doran's Shield is always going to compete against Cloth and Pots for defensive lane sustain anyway, might as well give it a more specific niche so it's worth using.

Buff Jax please1 votes

Damage Reduction before or after armor?

Nyhver1 votes

That'd be interesting

I both approve of and condone sustain- sustain can be cool if you're fighting vs. a champion you can't do much with and it can help you remain relevant, on the other hand with this same idea it can make certain match ups that should favor one champion, not, and boosts some champions that for the most part have already passive lanes- nasus

HateDaddy1 votes

{quoted}

That'd be interesting

I both approve of and condone sustain- sustain can be cool if you're fighting vs. a champion you can't do much with and it can help you remain relevant, on the other hand with this same idea it can make certain match ups that should favor one champion, not, and boosts some champions that for the most part have already passive lanes- nasus

Anyone with sustain innately could have this tip the scale of balance largely in their favor: Nasus, Irelia, Vlad, Cho'Gath, Trundle, etc. HP regen is just an incredibly frustrating mechanic to deal with because someone can simply elect to stand back and heal, kinda like Garens passive. I don't know anyone who thinks Garen or even Trundles passive are fun to face.

Nekusen1 votes

I had a different idea, basically, making it block extra damage from **ranged ** attacks, making it a good pick vs ranged matchups which are usually hell vs melee tanks.

item 1054 80 HP 6hp every 5 seconds Unique: Blocks 16 damage from ranged champions auto attacks and single target spells. After being hit by a ranged champion autoattack and single target spells regen 15 HP over 5 seconds (non stackable).

Flat amounts make the item good earlygame while not scaling so hard to lategame.

Ralanr1 votes

The problem is that then it's only built for a specific niche instead of a general option that's better for tanks.

I'm probably wrong, but the shield is supposed to be good starting item for tank top laners.

Nekusen1 votes

{quoted}

The problem is that then it's only built for a specific niche instead of a general option that's better for tanks.

I'm probably wrong, but the shield is supposed to be good starting item for tank top laners.

thats the idea, now the item is useful in at least some scenarios, you should get the item when you require it. And not only that, but that change could also make tanks able to go mid.

HateDaddy1 votes

{quoted}

I had a different idea, basically, making it block extra damage from **ranged ** attacks, making it a good pick vs ranged matchups which are usually hell vs melee tanks.

item 1054 80 HP 6hp every 5 seconds Unique: Blocks 16 damage from ranged champions auto attacks and single target spells. After being hit by a ranged champion autoattack and single target spells regen 15 HP over 5 seconds (non stackable).

Flat amounts make the item good earlygame while not scaling so hard to lategame.

Tanks don't really have problems dealing with ranged champions because they'll take corruption potion over it. And that's mostly because tanks have higher mana costs and they need the mana sustain more than anything.

And I do agree that the item shouldn't be anti range because then it becomes an item that shuts down a specific class or group of champions in early laning and no item should be able to completely shut that down.

Nekusen1 votes

{quoted}

Tanks don't really have problems dealing with ranged champions because they'll take corruption potion over it. And that's mostly because tanks have higher mana costs and they need the mana sustain more than anything.

uhh.... ADCs are the Nº1 problem for melee tanks as they are their hard counter, in lane they make them unable to farm and poke them to death.

And I do agree that the item shouldn't be anti range because then it becomes an item that shuts down a specific class or group of champions in early laning and no item should be able to completely shut that down.

it should as ADCs hard counter actual top laners, which make them basically unusable in every lane, while ADCs are usable in every.

HateDaddy1 votes

{quoted}

uhh.... ADCs are the Nº1 problem for melee tanks as they are their hard counter, in lane they make them unable to farm and poke them to death.

Tanks are literally the best top laners right now lol. ADCs don't go top. Graves and Quinn did for a bit but graves is average and Quinn isn't that good.

it should as ADCs hard counter actual top laners, which make them basically unusable in every lane, while ADCs are usable in every.

ADCs don't go top lol. And the item should just be to help against someone with single target poke or auto attacks, which innately is anti ranged but making it block more against ranged than melee isn't the answer.

Nekusen1 votes

{quoted}

Tanks are literally the best top laners right now lol. ADCs don't go top. Graves and Quinn did for a bit but graves is average and Quinn isn't that good.

Vayne, Graves, Tristana and Quinn dominate top when they go there, they can easily poke down tanks (as ADCs are tanks counter) with nothing the tank can do about it.

ADCs don't go top lol.

uhh.... yeah, they do

And the item should just be to help against someone with single target poke or auto attacks, which innately is anti ranged but making it block more against ranged than melee isn't the answer.

Poke means ranged, if you get to melee range thats not poke, thats already an engage. My suggestion makes the item more anti-poke instead of anti-engage. Making it reduce a % of the damage is bad because Doran items are supposed to be good earlygame and not have scaling, so a % would either have to be really low, making the item even worse earlygame or end up breaking the item, unless there is an upper limit in damage blocked, but in that case, it would be just better make it block a flat amount.

HateDaddy1 votes

{quoted}

Vayne, Graves, Tristana and Quinn dominate top when they go there, they can easily poke down tanks (as ADCs are tanks counter) with nothing the tank can do about it.

Graves and Quinn are decent solo laners because they teamfight and/or roam well. Any other ADC gimps your team comp and is basically forced to split push.

uhh.... yeah, they do

Oh yes I forgot, nobody plays poppy, nautilus, malphite, Ekko in top lane at all. They suck. They are awful.

Poke means ranged, if you get to melee range thats not poke, thats already an engage. My suggestion makes the item more anti-poke instead of anti-engage. Making it reduce a % of the damage is bad because Doran items are supposed to be good earlygame and not have scaling, so a % would either have to be really low, making the item even worse earlygame or end up breaking the item, unless there is an upper limit in damage blocked, but in that case, it would be just better make it block a flat amount.

I'm fine with that - my point is to make it an item that is universally good against single target poke and AAs, not just ranged attacks. It's equally good against the Irelias and tryndameres as well. That's the idea behind the item, to make help a champion through a tough match up. Going with a play pattern of making it more block on range than melee doesn't do that and makes it a very harmful balance point at its niche

Nekusen1 votes

{quoted}

Graves and Quinn are decent solo laners because they teamfight and/or roam well. Any other ADC gimps your team comp and is basically forced to split push.

Vayne also does excellently vs tanks with its %HP true damage and Trist has it easy to stack bomb and is a good split pusher.

Oh yes I forgot, nobody plays poppy, nautilus, malphite, Ekko in top lane at all. They suck. They are awful.

Poppy does suck after the nerfs though. And most of those can kinda manage as they have gapclosers or ranged ways of farming, try using something like Singed against Vayne, Quinn, etc.

I'm fine with that - my point is to make it an item that is universally good against single target poke and AAs.

but the thing is, it makes it even worse than it currently is and gives it scaling it shouldn't have.

That's the idea behind the item, to make help a champion through a tough match up.

it's actually what my suggestion does, helping them in their hardest matchup, the opposite of what you are purposing as you are presenting it as its equally effective vs melee and ranged, which isn't the case because of a single reason: ranged champions will get more autoattacks on you, so changing it from a flat amount per hit to a % makes it worse against poke and more inclined to duels. And not only that, but you are making the item worse earlygame as it ends up reducing a lower amount of damage than the current state, while making the item better for lategame, you are literally achieving the opposite of what the item is supposed to do.

Lets assume your opponent champ has 70 AD (after runes and first item) when the game starts, 5% would be 3.5 damage per hit, down from the current 8.

A less drastic alternative would be just reducing the item's cost to 350 so you can get a refillable potion with it.

Another better option would be "every X secs of not receiving damage from a champion, block the next autoattack and regen 15% of the damage it would have dealt over 5 seconds.

ValyrianBlade1 votes

That sounds too strong to me. Percent damage reduction on a doran's item? That's a starter item, it isn't supposed to scale that well...

I mean, I get that it's % lifesteal on doran's blade... I just think this sounds stronger.

Saianna1 votes

What if if Shields power scaled with damage taken? Like item 3191 ?

Sasogwa1 votes

I'm very sorry but only a small % is worthless in early game where flat bonuses are way stronger. It will be even weaker than current version. 5% comes in handy mid-lategame but it would be a very weird slot-inefficient item you'd get at 20 min because % is cool and helps; certainly not lvl 1 in a lane.

Just compare it to current Doran's shield Let's say an AD has around 70-80 AD earlygame. 5% of it is 3.5-4 damage blocked Current doran's shield blocks 8. Current doran's shield has more HP Current doran's shield has HP regen. Yes it costs slightly less but it is completely garbage compared to cloth + 4 pots or corrupting.

HateDaddy1 votes

{quoted}

I'm very sorry but only a small % is worthless in early game where flat bonuses are way stronger. It will be even weaker than current version. 5% comes in handy mid-lategame but it would be a very weird slot-inefficient item you'd get at 20 min because % is cool and helps; certainly not lvl 1 in a lane.

Just compare it to current Doran's shield Let's say an AD has around 70-80 AD earlygame. 5% of it is 3.5-4 damage blocked Current doran's shield blocks 8. Current doran's shield has more HP Current doran's shield has HP regen. Yes it costs slightly less but it is completely garbage compared to cloth + 4 pots or corrupting.

I suppose that is true but the block applies after resists so doesn't it work out to be quite a bit less than 8?

I just like the idea of the item having strong block, no sustain but cheaper so health pots are available. This would at least make getting poked to death at early stages managable and potentially even trading as an option. Current d shield helps you not get killed in an all-in but doesn't offer enough sustain. If you could buy one more pot, I think that'd actually make a big difference.

Sasogwa1 votes

{quoted}

I suppose that is true but the block applies after resists so doesn't it work out to be quite a bit less than 8?

I just like the idea of the item having strong block, no sustain but cheaper so health pots are available. This would at least make getting poked to death at early stages managable and potentially even trading as an option. Current d shield helps you not get killed in an all-in but doesn't offer enough sustain. If you could buy one more pot, I think that'd actually make a big difference.

Cloth armor increases your armor by 15. Let's say you have around 30 armor in the beginning

Your damage reduction via armor is 1-1/1.30 = 23.1 % reduction With the cloth armor it's 1-1/1.45 = 31% reduction

Why would you choose an item that gives 5% reduction damage in earlygame when you can get cloth armor, amplify your resistance to autoattacks by 8% and have 4 pots on top of that? If you tell me the 60 HP will make the difference, I will stop taking you seriously. I'm all with the concept, but the numbers you proposed are way too weak. Your item is too weak.

PS : if the block applies before resists, it's still better than 5% reduction. It would be around 8*(1-.231) = 6.15 block per auto in early game Yes it doesn't scale as well ofc, but as I already pointed out 5% damage reduction in early game was around 3-4 block per auto.

Overall I think the concept of the current doran's shield is fine, the numbers (price and stats) just aren't good enough.

HateDaddy1 votes

{quoted}

Cloth armor increases your armor by 15. Let's say you have around 30 armor in the beginning

Your damage reduction via armor is 1-1/1.30 = 23.1 % reduction With the cloth armor it's 1-1/1.45 = 31% reduction

Why would you choose an item that gives 5% reduction damage in earlygame when you can get cloth armor, amplify your resistance to autoattacks by 8% and have 4 pots on top of that? If you tell me the 60 HP will make the difference, I will stop taking you seriously. I'm all with the concept, but the numbers you proposed are way too weak. Your item is too weak.

PS : if the block applies before resists, it's still better than 5% reduction. It would be around 8*(1-.231) = 6.15 block per auto in early game Yes it doesn't scale as well ofc, but as I already pointed out 5% damage reduction in early game was around 3-4 block per auto.

Overall I think the concept of the current doran's shield is fine, the numbers (price and stats) just aren't good enough.

And I'm fine with that the idea of increasing the numbers. As I mentioned, I botched the numbers quite a bit. I also typo'D, I meant to keep the HP at 80

The HP would matter at a cheaper price of you could buy two pots and if the block amount was adjusted to a better number - what was it, 12? Because percentage isn't good early (as I made the mistake of assuming it was without doing the math).

Blue Moon Wolf1 votes

Honestly giving it some armor and magic resist would do it a world of good. It wouldn't be the only change that would be needed for it, but being a defensive starting item for mostly tanks and melee champs, those are at the very least helpful defensive stats.

Arthimetes1 votes

What about instead making it give a bubble when not getting hit, for example:

After not taking damage in the past 5 seconds gain a growing shield that grows in size every second by 8, capped at 40.

Keep the 80 HP, cut the hp regen down to 4 and remove the current unique passive

Good early game sustain if you play safe while not being overly oppressive and not scaling into the mid-lategame

Count Zubat1 votes

Just make it so the damage reduction applies after resistances, not before. Now you have actually a decent item.

More from Gameplay

More by HateDaddy