Proposal: redemption rework

5000000000000000··1 votes·858 views

"Are you an enchanter? Do you love healing and shielding your teammates so they don’t die? Do you hate dying, not because you’re dead, but because you know your carry doesn’t stand a chance without you? No problem! Redemption not only boosts your healing, but also gives you an additional ability that can even be used while dead. With Redemption, you can give your carry a second chance at life, even if yours is already over."

Why not add a small mini revive effect instead of a delayed AoE heal/damage? That seems like it fits the intention of the item perfectly.

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Change the active to item 3107 UNIQUE ACTIVE: You revive as an untargetable specter on where you died for 2 seconds, with 30% health and mana. During this time, your spells will affect allies and enemies as though you were still alive, but your damage will be reduced by 100% (including true damage). After 2 seconds, the specter dies. Death timer is unaffected by this effect. Spell cooldowns are affected fully.

Now, it's a situational item (in case of tons of AoE burst or getting targeted first), and usable only on high utility champions, such as supports, tanks, and very situationally mages. It lets you help allies after death, but it is more effective on some than others. It also fits the fantasy of redeeming yourself after death better, but that's just my opinion.

Reasoning I'm proposing this change because support itemization is currently very homogenized. It's mostly just item 3107 item 3190 item 2049 item 1001 and a support item (if not sightstone upgrade, but I never see those). I think the problem is that the utility focused on item actives, instead of the champion kits. If you want a multi target heal, you can just pick up a item 3107 instead of picking Soraka or Nami. Locket suffers a similar problem, but I'm not sure what to do with it.

Possible changes:

  • When you revive, you're not untargetable. I added untargetability so that after revive, you can reposition yourself before using your high utility spells before just getting bursted down again. It's also possible to just put a delay on the active effect, similar to how Guardian Angel works, to give opponents time to respond.

  • Damage reduction is lowered. This would allow some high burst damage carries to use this item after being bursted down, but at much lower effectiveness (50~70%?). I'm not sure if this is a good idea, but this would allow damage supports to pick this up and add to burst after getting picked off, not just high utility supports.

  • Make the active effect be usable few seconds after death. This would make it so that you can't immediately use this after death. If a high utility target is bursted down before high damage target, that should be rewarded by disabling the utility for a while.

  • Make utility also be less effective after revival. CC duration may be cut in half, heals/shields are only half as effective, etc. Killing the support first to reduce their utility should be rewarded by actually making the utility weak.

  • Make it not stackable with Guardian Angel passive. Maybe this will be abused, although I think that's a too much of an investment (especially on a support budget) to call it abuse.

Additional Notes: Stats may or may not need to be changed. Some health, health regen, and mana regen are okay stats to have, and bonus heals/shields is gonna be decent on enchanters who pick up this item. I think only minor tuning will be required in terms of raw stats. Same with build path. Cheap components are good for support budget. This change also means that utility of the kit is more important than the utility of items. Supports should be able to improve upon their kits somehow, not just get random additional spells.

Asking for feedback: It's most likely that I forgot about a lot of things. Please comment on anything that I may have missed. I'll try to respond and make edits.

5 Comments

CppL1 votes

It doesnt need any rework ,the item is fine ,is just overloaded with stats for how cheap it is.They need to increase the price ,lower the heal ,and do not let it use it while dead...like wtf?

50000000000000001 votes

Given that being usable while dead is an intended part of design, I thought Riot probably wants to keep the "usable after death" part. Also, isn't every support building redemption problematic, in your opinion? When the utility is loaded onto items instead of champion kits, I think that's a problem.

Silly Neeko1 votes

{quoted}

Given that being usable while dead is an intended part of design, I thought Riot probably wants to keep the "usable after death" part. Also, isn't every support building redemption problematic, in your opinion? When the utility is loaded onto items instead of champion kits, I think that's a problem.

Problem is, current redemption heal will, i have done it and seen it, heal 1k-2k hp. To each ally.

50000000000000001 votes

Well yes. I'm not denying that its active provides strong utility. I'm also saying that the active utility is so strong that it almost overshadows the champion kits.

Silly Neeko1 votes

{quoted}

It doesnt need any rework ,the item is fine ,is just overloaded with stats for how cheap it is.They need to increase the price ,lower the heal ,and do not let it use it while dead...like wtf?

^ what they said, little higher cost, like 2500 or so, but less healing in general..... But perhaps less when dead or perhaps half its current healing unless you are dead which makes it more of a "redemption" kinda thing? Using it while dead is fine though, but its range...... Being able to use it half way across the map (close enough, lets not get too technical) is just rediculous. Half its range or perhaps atleast cut off a third.

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