[Idea Post] Marksmen Items

Stacona··4 votes·741 views

This is a concept post for new items, so it is about me giving ideas to create more items in the game, main goal is mostly for customization, options, and create new and unique play styles; possible additions is creating new metas and more viable champions but these aspects are secondary.

This post is specifically about marksmen itemization which feels very low in variety. Also a lot of people have been leaving mention of marksmen being very "weak" in terms of a carry role that cannot actually carry and is very reliant and dependent on the other 4 roles of the game (Summoner's Rift) to ultimately decide on the team's victory. Even though this may be true for all roles since League of Legends is a team game, it is a lot more apparent that marksmen are a lot more dependent on other factors outside of their own. So something I will focus on is have my idea marksmen items I will present be focused around utility aspects rather than just giving damage; they will obviously have marksmen stats to the items so they have damage that way; but nothing will be like Ghostblade, Shiv, Phantom Dancer, or Infinity Edge. Instead when I say utility, for example, will be something like an item that grants a self-peel active which will give marksmen a way to be more dependent and give them more power without increasing their damage output.

Without further to do let us get into the thick of things shall we!


B.F. Sword: Recipe: 1250g

Statistics: +40 Attack Damage

This is a change to have B.F. Sword less snowbally, remove its awkward purchase point with a lower cost, and allow for the marksmen that is behind to get a B.F. Sword too. Basically this is an identical change to Needlessly Large Rod where the stats and gold value are the same just the item is cheaper with less stats. This is neither a buff nor nerf, but it does allow for more B.F. Sword items and move away from the requirement that B.F. Sword items have to be 80 Attack Damage. If anything this allows marksmen to get into the game easier since they do not need to farm so long for that B.F. Sword purchase; even though the item is weaker it also makes the marksmen feel less useless really early game since they have another item other than Doran's Blade.


Cluster Rocket (Range Only): Recipe: B.F. Sword (1250g) + Recurve Bow (1100g) + 450g = 2800g

Statistics: +50 Attack Damage +40% Attack Speed +UNIQUE Passive: Basic attack executes send out explosive shrapnel around the dying enemy to deal 40% total attack damage as magic damage to nearby enemies within 250 units. +UNIQUE Active: Basic attacks deal 15% damage instead of 100% and every basic attack launches 3 attacks instead of 1 for the next 5 seconds (30 seconds cooldown). Every attack applies on-hit effects in full damage.


Shurima's Sand Sword: Recipe: Zeal (1100g) + Avarice Blade (800g) + 600g = 2500g

Statistics: +40% Attack Speed +20% Critical Strike Chance +6% Movement Speed +UNIQUE Passive: Basic attacks mark their target for 3 seconds which only one target may be marked at a time. Additionally basic attacks on-hit lower this active's cooldown by 1 second. +UNIQUE Active: Blast your marked target with powerful sand pushing them directly away from you 250 units (20 seconds cooldown).


Vampire Lord's Scythe: Recipe: B.F. Sword (1250g) + Vampiric Scepter (800g) + Long Sword (360g) + 590g = 3000g

Statistics: +60 Attack Damage +UNIQUE Passive: Convert 10% of your target's bonus armor into Life Steal for 4 seconds up to a cap of 50% Life Steal with a minimum of 5% Life Steal. Attacking a different target changes the Life Steal value entirely.


Stone Sword: Recipe: B.F. Sword (1250g) + Pickaxe (875g) + Long Sword (360g) + 515g = 3000g

Statistics: +80 Attack Damage +UNIQUE Passive: Basic attacks deal 75% damage instead of 100%, but deals +10% increased damage for every 1000 health your target has.


Magical Feather (Range Only): Recipe: Zeal (1100g) + Stinger (1250g) + Recurve Bow (1100g) + 250g = 3700g

Statistics: +100% Attack Speed +15% Critical Strike Chance +10% Cooldown Reduction +5% Movement Speed +UNIQUE Passive: Ignore all unit collision. +UNIQUE Passive: Basic attacks grant +7% Movement Speed on-hit which stacks up to 5 times for a maximum of +35% Movement Speed for 1.25 seconds. +UNIQUE Passive: Deal physical damage on-hit equal to 10% of your total movement speed.


Glass Bow (Range Only): Recipe: B.F. Sword (1250g) + Zeal (1100g) + 850g = 3200g

Statistics: +50 Attack Damage +40% Attack Speed +20% Critical Strike Chance +5% Movement Speed +UNIQUE Passive: All damage from your basic attacks deal 12% increased damage, but you take 20% increased damage whenever you take damage.

Reminder True Damage cannot be amplified or decreased through damage amplification or damage reduction respectively, this is how true damage was programmed, so you cannot amplify Vayne's Silver Bolts with Glass Bow but you can amplify Jinx's Fishbone's damage.


21 Comments

Craft Zeppelin2 votes

One thing here, ADC's must not have evasiveness, or nuke potential through active items and there is a very good reason to it.

Stacona1 votes

I didn't give either; i gave ways to help marksmen against bruisers and high armour tanks with these items

Maple Crusader2 votes

I like the Sand Sword idea.

Stacona1 votes

I want to introduce a low damage but self-peel utility item to grants marksmen a little more independence and perhaps give them more on-their-own carry potential instead of having to rely on your teammates for wins and losses

Snowball4u1 votes

But ad items were balanced.

The only reason they changed the ap items was because some were useless and nobody bought them.

Stacona1 votes

They changed the items for more item diversity instead of going all out on 120AP items all the time like Luden's Echo, Hourglass, and Deathcap --- now you get items based on their utility and what you need rather than straight up power... basically my ideas are too grant the same concept as the AP item changes and see more items and different items bought based on their utility rather than what has the most stats

50000000000000001 votes

AD items are balanced, but there isn't much variety. As ADC you must have IE to do meaningful AA damage, a lifesteal item (BotrK or Bloodthirster), Last Whisper, and PD (sometimes switched out with Statikk Shiv). Berserker's Greaves is the only viable item on ADC. GA is the only defensive item you can get on ADC (or spirit visage to try to counter thornmail). Caster ADCs can get Trinity Force and Ionian Boots of Lucidity, but for sustained AA damage (which is the point of ADC anyway) you need the items listed above. ADCs don't get a lot of freedom to build different stuff when 3 items are core on every ADC.

Snowball4u1 votes

What happened to banshee on adcs?

Snowball4u1 votes

Also they are literally built that way.

Mages and assassins have different things in their kit, different ways to do more damage.

Adcs have autos.

Except the casters like you said which have autos and an ability with hybrid damage.

CreationFlaw1 votes

I like the Glass bow mechanic, but all the other ones are kind of OP or strange to utilize

Stacona1 votes

Why you think they are op?

Magical Feather I was going for an attack speed item trinity force style of an item

Cluster Rocket is a way to increase your on-hit effects for a short time (think blade of the ruined king with this item); the passive is for waveclear

Shurima's Sand Sword is for a self-peel type of item; exact same stats and cost as Statikk Shiv just different utility (a lot less damage but a way to allow the user to be slightly more independent rather than dependent on your team)

Vampire Lord's Scythe I mainly tried to think of a way to counter Thornmail

Glass Bow is the double edge sword mechanic; deal more damage multiplicatively instead of additively BUT you take even more damage for yourself if you take damage so it is a high risk and high reward item

Stone Sword I made sure this item makes it so you always deal less damage with this item to squishies / low health targets, so target over 3000 health is the only time you deal more than your normal damage targets below 2500 health you will deal less damage than if you would not have this item ; aka this a tank busting item


Items I listed as "Range Only" is because of potential exploit cases if certain melee champions could get this item ; for example Hecarim with Magical Feather or Irelia with Cluster Rocket or assassins with Glass Bow

CreationFlaw1 votes

{quoted}

Why you think they are op?

Magical Feather I was going for an attack speed item trinity force style of an item

Cluster Rocket is a way to increase your on-hit effects for a short time (think blade of the ruined king with this item); the passive is for waveclear

Shurima's Sand Sword is for a self-peel type of item; exact same stats and cost as Statikk Shiv just different utility (a lot less damage but a way to allow the user to be slightly more independent rather than dependent on your team)

Vampire Lord's Scythe I mainly tried to think of a way to counter Thornmail

Glass Bow is the double edge sword mechanic; deal more damage multiplicatively instead of additively BUT you take even more damage for yourself if you take damage so it is a high risk and high reward item

Stone Sword I made sure this item makes it so you always deal less damage with this item to squishies / low health targets, so target over 3000 health is the only time you deal more than your normal damage targets below 2500 health you will deal less damage than if you would not have this item ; aka this a tank busting item


Items I listed as "Range Only" is because of potential exploit cases if certain melee champions could get this item ; for example Hecarim with Magical Feather or Irelia with Cluster Rocket or assassins with Glass Bow

Well it's mostly the feather I have a problem with. You'll make any adc who buys this isn't a gnar 2.0 so nobody can catch them nor run away.

Stacona1 votes

that can be resolved with durations - if the movement passive has a lower duration then you can stun the one with the item, the stacks die off and lose all that movement speed

Earl Eulrich1 votes

If you want diversity in ADC-builds you just have to nerf/change crit. Right now it´s just so powerfull that you simply can´t go for sth. else in serious games.

Stacona1 votes

That is for another post, this is a post introducing new items to the role ---

but something that can happen is reduce crit to 150% damage from 200% - IE be 175% from 250% -- and then you up the crit chance on the crit items so more crits happens but they deal less damage--- pokemon did this making their crits 150% instead of 200% while there are still passive that make the damage 200% like Kingdra

Stacona1 votes

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