[Idea Post] Marksmen Items
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.