Why can't Sunfire Cape be a toggle?

Togira Ikonoka·4/12/2015, 7:31:59 PM·128 votes·8,484 views

Think about it - right now, buying a Sunfire Cape (or even Bami's Cinder) in lane is both a blessing and a curse - the AOE is nice, the armor and health are great, it's cost efficient, but it auto-pushes your lane, you can't make intelligent plays to punish your enemy laner at tower (at least if you're melee), and it can sometimes be really hard to last hit.

Enter the toggle effect; you still keep the armor and health, but you can turn off the damage aura to stop pushing your lane, so you can pull off some sick tower dives without worrying about the aura giving you unwanted turret aggro, and you can farm without having to worry about any more unwanted numbers entering the last hit equation.

It would even help for other random things. Trying to escape a bad team fight or run from a gank? Need to run through the jungle? Oh, you flashed into baron pit and it aggro'd and shat all over you because of your Sunfire aura? Not anymore.

...Anyway, those are my thoughts. Anyone else agree/disagree?

[{quoted}](name=Mmm Broccoli,realm=NA,application-id=3ErqAdtq,discussion-id=WaUiZMzr,comment-id=00040000,timestamp=2015-04-12T20:45:01.818+0000)

What I'm saying is when you turn off the aura, you're turning off the damage. The only reason people get Sunfire Cape as opposed to Randuin's Omen is the aura - it's the upside. When you toggle it off, you're reversing the upsides and downsides. You turn off the aura, which takes away the damage and the identity of the item but opens up windows of opportunity for other types of play.

Another idea I've had in regards to Cinderhulk... have Sunfire Cape have a toggle, but every time you turn it on and off, it has to ramp the damage up to its full potential, similar to Cinderhulk, but still retaining the toggle ability. This way, someone can't just turn it off, dive you, and turn it back on for full, unavoidable damage. It would have to take a few seconds for either the damage to take effect or for the damage to become something of a threat instead of negligible.

TL;DR - The person who's using Sunfire Cape should be able to choose whether or not they want all the downsides that come with the upsides of the aura, not be forced to play around them.

140 Comments

IcyPepper4/12/2015, 7:38:29 PM12 votes

Nah, for two reasons:

  1. It has a downside to it. We should keep that to ensure smart playing.
  2. Just like zhonyas and every support item active ever, we're likely to forget to toggle it back.
thinking man4/12/2015, 9:19:21 PM6 votes

The point is that you can't buy an extremely powerful dueling item for lane without giving your opponent a way to safely farm.

Xietnin4/13/2015, 5:02:58 AM4 votes

Oh man, it'd be so helpful to hide myself when I'm playing Sunfire Cape Teemo. When they run over me when Im hiding and they know they take damage, I'm immediately seen. +1 for the great sunfire Teemo. Really, what is this thread?

Durzaka4/13/2015, 4:50:27 AM3 votes

Sunfire provides tankiness, and very strong dueling power. Those 2 things should never be on an item at the same time without having some downside.

Sir ArmaMalum4/13/2015, 3:18:17 AM3 votes

Because the cons of the lack-of-toggle are calculated. You push your lane harder whether you want to or not and, as has been said, makes tower diving more difficult. Add in a toggle and you will directly buff the item by eliminating these cons, and as such the item will probably have to be nerfed to make room. If you recognize it as a buff and are willing to let the numbers be brought down then by all means keep going, I personally disagree though.

Uracle4/13/2015, 2:14:27 AM1 votes

The first toggle item to ever be in this game. Sweet

Fredart4/13/2015, 1:13:07 AM1 votes

Yeah, that's what i need in a heated battle, accidentally turning off free damage.