[Suggestion] Bring Atma's Impaler back with Different Stats

FanofFluttershy·1/9/2015, 4:00:22 AM·3 votes·1,708 views

The item Atma's Impaler used to be a thing, but it was removed from the game. My suggestion is to bring Atma's back, but with different stats so as to make it viable.

How does the old Atma's stack up against top tier damage items and what can be done to make Atma's a serious contender?

Well, the old Atma's Impaler gave players negligble damage. The Old passive was granted attack damage equal to 1.5% of one's maximum health. High damage items such as Infinity Edge, Essence Reaver, and Bloodthirster each grant 80 attack damage, so let us ask: How much health is required to obtain 80 attack damage from the old Atma's Impaler passive?

Well, if we denote said health as "x" then 80 = 0.015 * x and so, x ≈ 5334. Obtaining 5334 health is highly impractical. Alistar has the highest level 18 base health of any champion (2347.4 HP). To get to the nessadary 5334 HP, a lvl 18 Alistar would need an additional 2986 health on top of his base health. Four Warmog amours (800 HP each) would do the trick, but that's kind of ridiculous.

Rather than remove Atma's from the game forever, Atma's stats could be tweaked to make it viable. I suggest that the Impaler be reintroduced with the unique passive granting attack damage equal to 2.5% of one's maximum health. Achieve 80 attack damage from the passive would now require 3200 HP instead of the old 5334. 3200 HP is still very high, and as such, Atma's would only be useful for tanks, but it would be useable. For example, Jarvan has 2101 HP at lvl 18. If you build Randuin's (+500) that brings J4 up to 2601, add Frozen Mallet (+700 Health) and you get 3301 - enough to get more than 80 attack damage from Atma's.

woah.... woah... woah! Would tanks start dealing more damage than ADCs? I doubt it. If an adc built any two of Infinity Edge, Essence Reaver, or Bloodthirster, that would grant 160 AD in and of itself. Getting 160 AD from Atma's at a 2.5% scale to HP would require 6400 HP - an unrealistic prospect.

It makes sense for Atma's to be only useable by tanks since it scales with HP - a tanky attribute. It also makes sense as a late game item since HP increases with each level.

The armor and critical strike chance of the old Atma's complicate matters. How much attack damage are you willing to give up in return for armor or critical strike chance? I think those effects could be thrown out the window completely.

Also, since Atma's passive is effected by health I think it would be nice if it was built from at least one health item instead of Chain Vest and Avarice Blade.

There is no other item in the game which grants damage scaling with HP, and I kind of like it.

7 Comments

Rebonack1/9/2015, 4:02:56 AM2 votes

Riot won't ever allow it because only Mages, Assassins and Rangers are allowed to have a late-game fantasy.

Fighter/Tanks and Tank/Fighters need not apply.

Espy Psyche1/9/2015, 3:05:11 PM2 votes

The existence of Sion is the exact reason why we need Atma's, and the exact reason it's not allowed to exist.

Especially with new Sion that people don't build AP on. Sion gets permanent health every time he kills a unit, so he can realistically reach asinine HP levels late game, the kind that Atma users thrive on. He would build a Warmog's, Randuin's, Frozen Mallet and Banshee's Veil/Spirit Visage with his Atma's and boots (since now he doesn't need lifesteal) and he would be impossible to kill and deal high damage (still not quite what an ADC deals but high).

Though that's kind of what Nasus does. And it requires Sion to farm all day. Which is exactly what Nasus does.

How is Nasus different?

Chaotic Reks1/9/2015, 3:11:32 PM2 votes

Season 2's punchline just walked in. It wants it back.

Rebonack1/9/2015, 4:49:09 PM2 votes

Replacement for Atma's which came to me whilst in the shower.

item 3044+item 1031+item 3122

Has the Rage passive to discourage stacking with Trinity. The last passive, though? Hemorrhage: Your Crits cause your target to bleed for (some percentage of max HP) physical damage over three seconds.

I suspect that would be a little easier to keep under control than the old HP ==> AD passive. And as an added bonus, Phage gets a new build path.

Ale non è male1/9/2015, 3:17:10 PM1 votes

LOL. Atma was 100% gold efficient at about 2500-2700 health even without counting the crit chance and the fact that it builded upon a gold generating item(both things that made it even more efficient. At about 4000 health it offered 60 AD, which is comparable to the raw stats of Maw of malmortius and could make it also slot efficient (and we weren't counting crit chance, again) The fact is that You don't need to boost his passive SO much to make it viable, you just need to make building health viable. And that's the problem here. Anti-health itemization>health itemization (especially BoTRK). If building health is not viable, Atma is not viable. And given that wasn't viable and stats were kinda odd (armor + crit chance itemt hat gives ad scaling on hp, wtf?) it was removed

An atma-like item should get back, but not Atma as it origianlly was or with the passive enhacned so much that it makes OP on a lot of bruisers more than for tanks (imagine Yi with randuin + Sv + Black cleaver + BoTRK + the item you proposed...it would be scaaary)

Pika3101/9/2015, 5:45:58 PM1 votes

I was thinking perhaps they could turn Impaler into a Melee-Only item with a new UNIQUE passive that increases attack range by 50. Scrap the old passive and give it a flat amount of AD and then replace the crit-chance with some light armor pen, just 5 or 10. Atma's needs to keep its armor. All of these combined turn it into a pseudo-offensive anti-ADC item for bruisers.

Since it's a pole-arm type weapon, the defining traits of pole-arms are not their offensive prowess, but their defensive. Particularly their long reach and armor piercing capability.