Cooldown Reduction Rebalance Mock-Up

Illâoi Evê Siôn··3 votes·643 views

This thread seeks to reduce the large amount of cooldown reduction currently found in items in order to improve itemization.

Cooldown Reduction Removal

These three items should have their Cooldown Reduction entirely removed.

Abyssal Mask and Duskblade of Draktharr simply don't require Cooldown Reduction. They're powerful items on their own due to their stat combinations and effects. The compensation buffs aim to solidify that.

##Abyssal Mask

  • Cooldown Reduction: 10% --> None
  • Mana: 300 --> 350
  • Magic Damage Aura: 10% --> 12%

##Duskblade of Draktharr

  • Build Path: Caulfield's Warhammer + Serrated Dirk + 700 Gold --> Serrated Dirk + Pickaxe + Long Sword + 575 Gold
  • Total Cost: Unchanged
  • Cooldown Reduction: 10% --> None
  • Attack Damage: 55 --> 65

Banshee's Veil would be the best Mage item to lose Cooldown Reduction in order to improving Mage itemization (in combination with two other small changes further down this thread). It's an extremely powerful item on its own because of its stats and Spell Shield, that wouldn't change. Despite its 100 Ability Power, without its Cooldown Reduction and because of its Magic Resistance it wouldn't be the must-buy item every game that Zhonia's Hourglass was before its changes (Patches 6.9, 5.22 and 5.13).

##Banshee's Veil

  • Build Path: ~~Fiendish Codex + Null-Magic Mantle + Blasting Wand + 800 Gold ~~ --> Needlessly Large Rod + Null-magic Mantle + Amplifying Tomb + 965 Gold
  • Total Cost: 3000 --> 3100 Gold
  • Ability Power: 70 --> 100
  • Magic Resistance: 60 --> 50
  • Cooldown Reduction: 10% --> None

Cooldown Reduction Decrease

These four items should have their Cooldown Reduction decreased by 5% because they are the core damage items of a large group of champions and also offer half the Cooldown Reduction cap.

Trinity Force requires a small build path adjustment to allow for this change. The three items (excluding Morellonimicon) should receive minor compensation buffs in accordance to how likely their buyers are to currently exceed the Cooldown Reduction Cap. The more likely they are the smaller the buffs, because every compensation buff then would be a net late game buff. Also, if everyone gets nerfed no one gets nerfed ...

Morellonomicon shouldn't receive any compensation buffs because of other changes in this thread that seek to improve Mage itemization.

##Black Cleaver

  • Cooldown Reduction: 20% --> 15%
  • Health: 400 --> 425

##Morellonomicon

  • Cooldown Reduction: 20% --> 15%

##Essence Reaver

  • Combine Cost: 200 --> 100 Gold
  • Total Cost: 3400 --> 3300 Gold
  • Cooldown Reduction Passive: Gain increasingly more Cooldown Reduction from Critical Strike Chance provided by other sources --> Gain +5% Cooldown Reduction per 10% Critical Strike Chance from other sources (maximum: +15% Cooldown Reduction at 30% Critical Strike Chance).

##Trinity Force

  • Build Path: Stinger + Sheen + Phage + 333 Gold --> Recurve Bow + Sheen + Phage + 433 Gold
  • Total Cost: Unchanged
  • Attack Speed: 40% --> 30%
  • Attack Damage: 25 --> 35
  • Cooldown Reduction: 20% --> 15%

As an aside: I do believe that these Trinity Force changes will be a buff to most of its buyers. Champions that don't rely on Attack Speed as much (Hecarim, Illaoi, Gangplank), Champions that already get a lot of Attack Speed from other sources or like to spell-weave (Irelia, Jax, Corki, Ezreal), champions that prefer damage on-hit over Cooldown Reduction before Trinity's completion (Recurve Bow over Stinger) and champions that regularly exceed the 40% Cooldown Reduction cap all benefit from these changes despite it being a net nerf of about 1 Attack Damage gold-efficiency-wise. Attack Damage is simply more valuable than Attack Speed in most cases.

Cooldown Reduction Addition

This one item would gain Cooldown Reduction. The Banshee's Veil changes help Mage itemization, however together with the Morellonomicon changes they might force Mages that want to itemize in Cooldown Reduction to buy items that don't fit their playstyle instead of items that aren't as powerful stat-wise. Cooldown Reduction fits to Luden's Echoes 'cast abilities for stacks' fantasy and reducing its offense power makes other Mage items more attractive which should lead to more diverse Mage builds.

##Luden's Echo

  • Recipe: Needlessly Large Rod + Aether Wisp + 1100 Gold --> Fiendish Codex + Aether Wisp + 950 Gold
  • Total Cost: 3200 --> 2700
  • Ability Power: 100 --> 70
  • (NEW) Cooldown Reduction: +10%
  • Movement Speed: 10% (unchanged)
  • Passive Damage: 100 --> 60

Small Suggestion

##Rabadon's Deathcap

  • Combine Cost: 1265 --> 1165 Gold
  • Total Cost: 3800 Gold --> 3700 Gold

10 Comments

Muzét1 votes

Nope sorry but nope. I don't want to have to handle those 5% anymore. So make it 10 or make it 20. Not half thanks.

And in the end they won't do that simply because...

Overcharger +1% CDR per level, up to +10% CDR at level 10. Each percent of excess CDR is converted to +2 Ability Power or +1.4 Attack Damage, Adaptive.

Illâoi Evê Siôn2 votes

{quoted}

Nope sorry but nope. I don't want to have to handle those 5% anymore. So make it 10 or make it 20. Not half thanks.

I really don't accept this argument:

  • We already have +5% Cooldown Reduction via the Intelligence Mastery
  • We also have +5% Cooldown Reduction via Runes and +7.5% Cooldown Reduction via Runes
  • We even have +1.67% Cooldown Reduction at level 18 runes which may or may not even be the full 1.67% because the Rune Pages say 14.6% if you take 9 of them.
  • That's 0.835% Cooldown Reduction at level 1.

If 10% is too little and 20% is too much, 15% will have to do. Balanced game that satisfies its players > People who don't like the number 5.

Why does it even bother you? Other math in League is much more complicated and weird to look at.

{quoted}

And in the end they won't do that simply because... +1% CDR per level, up to +10% CDR at level 10. Each percent of excess CDR is converted to +2 Ability Power or +1.4 Attack Damage, Adaptive.

You could still easily reach beyond the Cooldown Reduction cap on a lot of champions even with these changes, so people could still take that Mastery, too.

woodvsmurph2 votes

The 5% from intelligence allows you to cap out at 45% instead of 40% - so the 5% is no longer awkward. Having items give you something other than 10% or 20% leaves a champ stranded at 35% or overcapping and not making use of some of the cdr they purchased. That is nowhere near the same thing.

Illâoi Evê Siôn1 votes

And if I take Intelligence and only purchase 30% CDR, am I not 'stranded' at 35% CDR?

Also, overcapping has nothing to do with 15%.

woodvsmurph1 votes

No - you can still buy one of many 10% cdr items and max out cdr without wasting any. If you can't see the difference at this point, stop typing because you are just embarrassing yourself.

Muzét1 votes

Can't find Riot statesment on this but I remember they said they wanted to allow people to reach 40% without overcapping (or hitting 35%). That what was happening a lot at a time.

We already have +5% Cooldown Reduction via the Intelligence Mastery

It also increases the cap by 5% so you still just need to build 40%

And if I take Intelligence and only purchase 30% CDR, am I not 'stranded' at 35% CDR?

Not the same cas. Since you chose by yourself to only build 30% CDR you don't want to fully use your 45% CDR potential? That's your choice.

We also have +5% Cooldown Reduction via Runes and +7.5% Cooldown Reduction via Runes We even have +1.67% Cooldown Reduction at level 18 runes which may or may not even be the full 1.67% because the Rune Pages say 14.6% if you take 9 of them. That's 0.835% Cooldown Reduction at level 1.

Not mandatory it's rune choices. You can buy them if you know what you usually go for and require CDR (just like fiddlesticks who doesn't buy as much cdr as typical mage same goes for Elise)

If 10% is too little and 20% is too much, 15% will have to do. Balanced game that satisfies its players > People who don't like the number 5.

20% isn't too much.... Specially when you take a look at how many items do give 20%? item 3165item 3078 item 3071 item 3025 item 3110 item 3115

Morello is the go item for mages, Trinity Force for Divers and Black Cleaver for some juggernaut and divers who doesn't need the TF as much. Iceborn usually on tank or fighters who doesn't need stickiness as much and just want to cc as much as possible. And the two last item are definitely niche.

People who don't like the number 5

I do like the number 5. It's just doesn't fit in most of builds.

Why does it even bother you? Other math in League is much more complicated and weird to look at.

Because I like capping myself to 40% without going pass the cap. (Except on assassins which I don't really care about the cap simply because i feel like item effects are way more important and even though I hardly go past 40% sometimes I go for 50% because I buy DD or Maw (even sometimes both but that's it.

You could still easily reach beyond the Cooldown Reduction cap on a lot of champions even with these changes, so people could still take that Mastery, too.

You're denying some power to those items through this rune: 5% = 10 AP / 7 AD. Furthermore by reducing those items you're typically making them ended up with 35% CDR (with a basic build). If you want to change CDR as it is now you'll need to pass through EVERY SINGLE item so you can still easily reach 40% CDR with a basic build without going into some niche situation item (like Lich Bane for Lux or Ahri)

WoonStruck1 votes

Nobody wants more mana on abyssal mask. Item is already underutilized as it is, outside of overloaded tanks that buy it for personal power.

Mawootad1 votes

Best solution for cdr is to make it multiplicative and significantly increase the cap for max cdr. Currently the more cdr you have the more cdr is worth (10% cdr is worth 50% more at 30% cdr than at 0% cdr), until you got the cap. That's why so much stuff has cdr on it, you really, really want to hit the cap if you have any cdr, and by just sticking 10% cdr on random junk you make that really easy. Changing cdr to be multiplicative fixes this issue by making cdr roughly the same value at all levels of cdr as well as making cdr no longer bad to go over the cap for. If you want a lot of cdr at the cost of other stats you can do so without running into a cap, if you want to build a couple of items with cdr you're no longer pressured into building more cdr to hit the cap, and if you want to build a bunch of items that happen to have 40+% cdr you can do so without wasting stats. You'll need to add some sort of mechanism to tune down extreme cooldowns with high up time could - 6 20% cdr items with 35% cdr in runes and masteries is 83% cdr, but there are things you can do to prevent that from becoming too silly.

woodvsmurph1 votes

Uh, first off, reducing cdr on cleaver would make most champs dependent on it for their damage completely screwed. They were already severely weakened in their early game snowball and bully potential when it's ad got reduced due to adc's abusing the item. Plus 15% cdr is just a horrible idea - need even numbers and 10% is way too low.

Secondly - all the items Riot added cdr to when they went cdr happy and added it to everything while removing other stats (like crit from triforce) should be looked at first if they were to remove any cdr from items.

Thirdly, they have a new mastery next season specifically tooled to address this - converting excess cdr into ad or ap based on what your champ needs. Removing cdr from items now would just make the new mastery pointless for many champs and builds that it would otherwise open up -- making it a huge waste of time for the team that came up with this new mastery.

rework trundle1 votes

No item should ever grant more than 10% cdr. I really love the main idea of this post, cdr shouldn't be built on absolutely everyone (or even have a small drawback?)

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