Critical System Revamp Concept / Marksmen Item Diversity
What I am going to do here is basically create changes to the crit system to be more sustain damage based rather than bursty luck based (still be the same "RNG" system) this favours marksmen the most which crit chance is really only bought for one class of champions (plus it makes yi and tryndamere less overwhelming against certain players).
The other side of the ideas is make changes to items to create for individually and customization (aka diversifying builds) rather than building items because "it has the best stats" you will build items with certain class of items having the same price points and picking what you want or need the most at the time and for that game in particular and there is no "best" item. Marksmen items are divided into categories you get every game which are the attack speed complimentary item, the health sustain item, the high damage item, and the penetration item (this will remain as only Last Whisper), and defensive items are there too but that is not a marksmen thing since any class can buy them.
Also cheaper B.F. Sword like the Needlessly Large Rod change, gold value will remain identical, but this will allow for smoother and less clunky builds for B.F. Sword items and allow for more B.F. Sword items in the future.
Critical Strike Damage Multiplier: Reduced to 150% from 200%; Infinity Edge will grant +25% crit damage, so 175% instead of 250%
Yasuo: Will be 10% decreased crit damage, 25% reduced crit damage for his Q crits (this is the same function as now); so Yasuo crits will be 135% crit damage and 112.5% crit damage for Q- infinity edge damage on Yasuo being 157.5% and 131.25% for Q crits [again the crit damage reductions are still the same as LIVE cause that is how Yasuo works for having his double crit chance passive]
Ashe: Crit damage multiplier to +0.5% per 1% crit chance from +1% per 1% crit damage; Infinity Edge increases the value to 0.75% per 1% crit chance; this keeps Ashe's damage the same as the other marksmen crit damages on average
B.F. Sword (1250g) Statistics: +40 Attack Damage
Cloak of Agility (800g): Recipe: Brawler's Gloves (400g) + 400g
Statistics: +25% Critical Strike Chance
Brawler's Gloves (400g): Statistics: +12% Critical Strike Chance
Avarice Blade (800g): Recipe: Brawler's Gloves (400g) + 400g
Statistics: +15% Critical Strike Chance +UNIQUE Passive: 3 gold per 10 seconds +UNIQUE Passive: 2 gold per execute
Zeal (1100g) Recipe: Dagger (450g) + Brawler's Gloves (400g) + 250g
Statistics: +20% Attack Speed +20% Critical Strike Chance +5% Movement Speed
Rusted Rapier (700g): Recipe: Long Sword (360g) + 340g
Statistics: +10 Attack Damage +UNIQUE Passive: 10% Cooldown Reduction
The Brutalizer (1337g): Recipe: Rusted Rapier (700g) + Long Sword (360g) + 277g
Statistics: +25 Attack Damage +UNIQUE Passive: 10% Cooldown Reduction +UNIQUE Passive: 10 Armor Penetration
2500 gold tier, complimentary attack speed items:
Runaan's Hurricane (Ranged Only) (2500g): Recipe: Recurve Bow (1100g) + Dagger (450g) + Dagger (450g) + 500g
Statistics: +70% Attack Speed +UNIQUE Passive: Deal 10 bonus physical damage on-hit. +UNIQUE Passive: Your basic attacks fire minor bolts at 2 nearby targets, each dealing 50% AD physical damage and applying on-hit effects. These bolts can critically strike.
Statikk Shiv (2500g): Recipe: Zeal (1100g) + Avarice Blade (800g) + 600g
Statistics: +40% Attack Speed +40% Critical Strike Chance +6% Movement Speed +UNIQUE Passive: Ignore all unit collision. +UNIQUE Passive: Moving and attacking builds Static Charges. At 100 charges, your next attack expends the charges to deal 125 magic damage to up to 4 targets. This magic damage can critically strike.
Phantom Dancer (2500g): Recipe: Zeal (1100g) + Cloak of Agility (800g) + 600g
Statistics: +35% Attack Speed +45% Critical Strike Chance +5% Movement Speed +UNIQUE Passive: Ignore all unit collision. +UNIQUE Passive: Basic attacks deal (+10% attack damage) as bonus physical damage on-hit. This damage can critically strike.
Zephyr (2500g): Recipe: Stinger (1250g) + Cloak of Agility (800g) + 450g
Statistics: +40% Attack Speed +10% Cooldown Reduction +25% Critical Strike Chance +10% Movement Speed +UNIQUE Passive: Ignore all unit collision. +UNIQUE Passive - Tenacity: Reduce the duration of disables by 35%.
Frost Bow (Ranged Only) (2500g): Recipe: Recurve Bow (1100g) + Zeal (1100g) + 300g
Statistics: +50% Attack Speed +30% Critical Strike Chance +5% Movement Speed +UNIQUE Passice: Deal 10 bonus physical damage on-hit. +UNIQUE Passive - Frost: Basic attacks slow their targets by 5% for 1.5 seconds. If the attack critically strikes then it slows its target by 40% for 1.5 seconds. +UNIQUE Active - Icy Trail: Cleanse the Frost on all currently frosted targets and create a large ice field on the ground around them for 20 seconds causing yourself to move 30% faster on these ice fields, while Icy Trail is on cooldown Frost will be disabled (45 seconds cooldown). [ice field radius: 800 units]
3200 gold tier, health sustain items:
Blade of the Ruined King (3200g): Recipe: Bilgewater Cutlass (1400g) + Recurve Bow (1100g) + 700g
Statistics: +25 Attack Damage +40% Attack Speed +10% Life Steal +UNIQUE Passive: Basic attacks deal 8% of the target's current health (min 10) in bonus on-hit physical damage (max 60 vs. minions and monsters). +UNIQUE Active: Deal 10% of target champion's maximum health (min 100) as physical damage, get healed for the same amount while stealing 25% of the target's movement speed for 3 seconds. (90 seconds cooldown). [550 units range]
Essence Reaver (3200g): Recipe: B.F. Sword (1250g) + Vampiric Scepter (800g) + Rusted Rapier (700g) + 450g
Statistics: +80 Attack Damage +20% Cooldown Reduction +UNIQUE Passive: Dealing physical damage restores between 6% and 12% of the physical damage dealt as health, based on your missing health. +UNIQUE Passive: Dealing physical damage restores between 2% and 8% of the physical damage dealt as mana, based on your missing mana.
The Bloodthirster (3200g): Recipe: B.F. Sword (1250g) + Vampiric Scepter (800g) + Vampiric Scepter (800g) + 350g
Statistics: +70 Attack Damage +UNIQUE Passive: 20% Life Steal +UNIQUE Passive: Your life steal overheals you, converting the excess healing into a shield that absorbs up to 50-350 damage and decays when out of combat for 25 seconds.
The Blood Egg (3200g): Recipe: Needlessly Large Rod (1250g) + Recurve Bow (1100g) + 850g
Statistics: +80 Ability Power +50% Attack Speed +UNIQUE Passive: All magic damage dealt from basic attacks restore 20% of the magic damage dealt as health. +UNIQUE Passive: Basic attacks deal 8% of the target's current health (min 10) in bonus on-hit magical damage (max 60 vs. minions and monsters). +UNIQUE Active: Create a hard shell around yourself for 2.5 seconds that reduces all damage you take by 40%, including true damage (120 seconds cooldown).
I feel marksmen are forced into being attack damage only, and seeing Ability Power marksmen (like AP Varus, a different version of AP Kog'Maw, AP Teemo, etc) down in the bottom lane would be really cool and something that holds them back is the lack of itemization for this class to function, mainly through health sustain so this is the purpose of this item is specifically for an AP marksmen class to rise up! So this should be enough context to why I made this item!
3800 gold tier, big damage items (plus oddball Trinity Force):
Trinity Force (3800g): Recipe: Zeal (1100g) + Sheen (1200g) + Phage (1325g) + 175g
Statistics: +30 Attack Damage +30 Ability Power +250 Health +250 Mana +25% Attack Speed +25% Critical Strike Chance +8% Movement Speed +UNIQUE Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions. +UNIQUE Passive - Spellblade: After using an ability, your next basic attack deals 200% base AD bonus physical damage. (1.5 second cooldown).
Infinity Edge (3800g): Recipe: B.F. Sword (1250g) + Pickaxe (875g) + Long Sword (360g) + Cloak of Agility (800g) + 515g
Statistics: +80 Attack Damage +50% Critical Strike Chance +UNIQUE Passive: Critical strikes deal +25% more damage.
Youmuu's Ghostblade (3800g): Recipe: B.F. Sword (1250g) + The Brutalizer (1337g) + Avarice Blade (800g) + 413g
Statistics: +80 Attack Damage +20% Critical Strike Chance +20% Cooldown Reduction +UNIQUE Passive: 20% of your physical damage dealt is converted into true damage. +UNIQUE Active: Gain +40% Attack Speed and +20% Movement Speed for 6 seconds (45 seconds cooldown).
So I turned Ghostblade into a big damage item since it makes more sense in this category. I also changed the 20 flat armour penetration into a physical damage into true damage conversion, this is not bonus damage since your damage is still equal to 100% total, but whether it is a physical damage spell or basic attack it will convert a % of that value into true damage, so it is like a better flat armour penetration for the late game!
Phantom Friends (Ranged Only) (3800g): Recipe: B.F. Sword (1250g) + Pickaxe (875g) + Pickaxe (875g) + 800g
Statistics: +100 Magic Damage On-Hit +UNIQUE Passive - Animal Friend: Permanently summon a phantom wolf, a phantom hawk, and a phantom fox that follow you around everywhere you go! Each animal friend will do something with your main basic attack, but only one per basic attack and which animal does something is at random:
Wolf: Copies your on-hit effects for its attack, but at 75% effectiveness. Hawk: Shreds 20% magic resistance from its target for 2 seconds, stacks up to 2 times for 40%. Fox: Steals 4% of its target's maximum health as true damage and heal yourself for the damage dealt (max 300 against monsters).
EDIT: Phantom Friends: Recipe change to B.F. Sword + Pickaxe + Pickaxe On-hit magic damage up to 100 from 80 40% attack speed removed to 0% Hawk: Value reduced to 20% from 25%, now stacks up to 2 times for 40% magic resist shred Fox: Now steals 4% max health as true damage from 5% max health as magic damage