Suggested changes about itemization

Sasogwa··1 votes·250 views

Hey, I wanted to share some ideas I had about how to balance out items/ thought about some new ones.

First off, I'd like to address item 3153 :

A bit more powerspiky, less scaling/ on-hit. 25 AD -> 40 AD 8% current health -> 6% current health, capped at 200 (3.3k HP) The cap doesn't change much, it's just I think it's not cool for a champion like Sion to have an 'infinite scaling' that actually is so easily dealable with. The cap is also against monsters (baron,drake)

Devourer changes -> no longer gets sated. Gets 2 stacks on kill/assist instead of 1. Base on-hit damage reduced to 25 from 30.

item 3091 change -> NEW UNIQUE PASSIVE : On-hit magic damage heals for 15% of the damage dealt. (the magic resist steal passive would still be there too)

These changes would allow for more magic on-hit based builds with Wit's end, Nashors, Devourer. With the removal of sated, it's a bit less damage and a bit more sustained focus. Note : there is scaling sustain if you get wit's end + devourer, but it scales 6 times slower than old Feral Flare, so don't be really afraid.

HYBRID ITEMIZATION CHANGES

item 3146

40 AD -> 50 AD 80 AP -> 65 AP

10% lifesteal -> 15% lifesteal

Active damage 150+0.4 AP -> 125 (+0.5 BONUS AD)(+0.3 AP)

Right now, the only champion on whom I'd get Gunblade is Akali. I don't see any other champion where this item is better than another one. Moving some power budget to AD/lifesteal which have lower synergy with her would help diversify this item.

item 3124

This is what I've done the most changes on. My thoughts were first : what is attractive with Guinsoo's?It's cheap, it gives a bunch of AD and AP, and it is centered around the fact that the longest the fight lasts, the stronger you are.Problems of this item? With an AD and AP build, you have no pen unless you get both void and LW, which is not worth because you need other items.So I decided to divide this item in 2 parts, one building of another. The first one would be a powerspike item with AD and AP, the second one, a big item for hybrid champions. Since it is auto-attack focused, I redesigned it as a bruiser item. But let's just show the numbers and explain :

So that you have an element of comparison, here is Guinsoo's Rageblade old stats : Guinsoo's Rageblade (2590g) item 1037 + item 1026 + 865g +30 AD +40 AP Passive: Basic attacks (on-hit) and spell casts grant +4% attack speed and +4 ability power for 8 seconds (stacks up to 8 times). UNIQUE Passive: Falling below 50% health grants +20% attack speed, +10% life steal, and +10% spell vamp until out of combat. 30 second cooldown.

Here is the new item : Ardent blade (2400gold) item 1037 + item 1026 + 675g +30 AD +40 AP Passive : Basic attacks (on-hit) and spell casts grant +5% attack speed, +2 AD and +4 ability power for 8 seconds (stacks up to 6 times).

(rage passive removed, 6 stacks from 8)

And the big item. I was thinking. What synergizes with it so that it doesn't become garbage come lategame compared to exclusive AD/AP buildpaths?Double %pen. Also, resists. A build based on sustain is much more efficient if you get resists, because you get free health with sustain and it's harder to reduce your health if you have resists (logic). At the same time I was thinking about double resist items (such as GA/ZZrot) and how theykinda felt weak lategame. But I'll go on that later.

So first off, I thought about a double resist item.

I'll call that Armored Cape (1000g) item 1029 + item 1033 + 250g +30 Armor +30 Magic resist

Typically, you don't get it in lanes. It's slightly more cost-efficient than Chainvest/Negatron but it doesn't build in items you want right now, so you would get it midgame if you need both resists, or lategame. Also, you'd rather rush one kind of resist or a core damage item than that in lane.

Then, I thought, how about making Guinsoo's Rageblade have resists too? It would have great synergy overall for a bruisery hybrid champion. And make it a big costly item, but really worth the slot. So...

Guinsoo's Rageblade (3800g) Ardent blade + Armored cape +300g +40 AD +50 AP +30 Armor +30 Magic Resist Passive : Basic attacks (on-hit) and spell casts grant +5% attack speed, +2 AD, +4 AP, and 3% armor and magic pen for 8 seconds (stacking up to 8 times) (and not 6 like Ardent Blade) UNIQUE Passive: Falling below 50% health grants +20% attack speed, +15% life steal, and +15% spell vamp until out of combat. 30 second cooldown.

Yeah, this kinda looks overloaded on the stats. Maybe we should remove AD/AP gain and put the arpen/mpen gain also on the first item (maybe put it at 4%). Discuss^^ Also, the fact that the pene is scaling will prevent AD/AP heavy builds from using their raw huge AD/AP values and oneshooting you. They'll start doing tons of damage once the fight has already lasted a bit and they stacked up their passive.

ALTERNATIVE : If armor+mr doesn't look good/ you don't want that in Guinsoo's, I created an alternate version without the Armor+mr

Guinsoo's Rageblade (3600g) Ardent blade + item 1036 + item 1052 + 405g +50 AD +60 AP Passive: Basic attacks (on-hit) and spell casts grant +5% attack speed, +3 AD, +5 AP, and 4% armor and magic pen for 8 seconds (stacking up to 8 times) UNIQUE Passive: Falling below 50% health grants +30% attack speed, +12% life steal, and +12% spell vamp until out of combat. 30 second cooldown.

(unique passive slightly more offensive than 1st one, passive slightly stronger)

Now, About the buildpaths, since I introduced Armored cape, I'd slightly change the build path of Guardian Angel and buff it.

Guardian angel(2800g) item 1031 + item 1057 +1250g -> Armored cape + item 1029 + 1500g Armor 50-> 60 (magic resist stays at 50)

So yeah. I think I mentioned how unrewarding resists felt in lategame when you have to face heavy pen/shred?

I thought about an item that would be designed around double resists and scale well. Immortal's armor (3200g) Armored cape + Armored cape + 1200g

  • 60 Armor
  • 60 Magic resist UNIQUE PASSIVE : +15% Bonus armor and magic resist UNIQUE PASSIVE : The effects of penetration and shred against the wearer are reduced by 20% UNIQUE PASSIVE : Heavy armor : The damage you inflict is reduced by 10%

Example : Last whisper pen 35% -> 28% (20% of 35 is 7, 35-7=28) IMPORTANT : THIS ITEM HAS A NEGATIVE PASSIVE. The design of this item is basically : I WANT to be tanky via resists, and I'm ready to sacrifice a bit for that. I thought this item was gonna be very strong on bruisers, so I put this damage inflicted reduction. IF this item reveals to be actually average on bruisers and broken on CC tanks (who don't need damage anyway);consider swapping the passive with : Crowd control inflicted duration reduced by 10%. (sadly, unless we create some form of falling faster from the air thiny, knockups/knockbacks wouldn't be afflicted). I included power budget in armor and mr to make it stronger in a tanky resist-based build and less strong as a one-defensive-item build.

So that's it in what concerns my suggestions. Feel free to comment, discuss and tell me your opinions about it ! :)

3 Comments

Sasogwa1 votes

Also, if some champions (I'm thinking about Jax ) benefit too much from those changes, you can always nerf them a bit in the same/next patch.

xxxMadLionxxx1 votes

Im glad someone is taking about rage blade. Item is almost never used. They should rework it or remove it from the game.

Sasogwa1 votes

bump for visibility

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