Re-doing League's items (Part 1: Stats and Starting Items)

Bârd··11 votes·4,993 views

Stat Changes

  • Health and Mana regen purchases now grant flat values, rather than percent modifiers.
  • Health regeneration can now be seen on an enemy's HP bar in the upper left corner if you select them.
  • Health and Mana regen are now denoted in regen per second rather than regen per 5 seconds.
  • New Stat - HP Regen Amp: Increase your HP Regen by a percentage. Applies to regen from base stats, runes, and items, but not abilities.
  • New Stat - MP Regen Amp: Increase your MP Regen by a percentage. Applies to regen from base stats, runes, and items, but not abilities.
  • Removed Stat - Lethality: There was an argument to have this around when it was based on the targets level, but right now there's no point.
  • Reintroduced Stat - (flat) Armor Penetration: Call a stat what it is. If you want it based on your own level, just have an item grant flat pen based on level. Pyke is adjusted accordingly.
  • Reintroduced Stat - Spell Vamp: Is no longer 33% effective on AOE spells. Is now 33% effective against minions, 50% effective against non-epic monsters.
  • Clarified Stat - Heal & Shield Power (abbreviated HSP): If you hover over the text, this stat now notes that it applies to self heals/shields and outgoing heals/shields, but not to Lifesteal or Spellvamp. Mechanically unchanged. Is now a stat tracked in your champion's stat bar.
  • Adjusted Stat - Cooldown Reduction: No longer has a cap, but multiple sources now stack multiplicitively rather than additively, and it is now a much less common stat.

General

  • Starting gold increased to 600.

Doran's Line

  • A champion may only have one of any Doran's item.
  • Each Doran's item has been backtracked into an older version of the item.
  • The Doran's line has been somewhat expanded.

item 1055 Doran's Blade 300 g 10 damage 80 health Passive: restore 5 health on hit.

An AD starter with OK sustain that persists through combat.

item 1083 Doran's Scythe 300 g 4 damage 8% attack speed Passive: upon killing a unit, restore 10 health and loot 3 bonus gold.

An AD starter that boasts very high sustain, but doesn't carry many bonuses into combat with champions.

item 1056 Doran's Ring 300 g 80 HP 10 AP Passive: Upon killing a unit with a spell that cost mana, restore 3 mana plus 5% of that spell's cost. Upon killing a unit with a basic attack or spell with no mana cost, restore 6 mana.

An AP starter that gives staying power to any caster that needs mana.

item 1082 Doran's Seal 200 gold -6 armor -6 magic resist Passive: Enemy champions within 666 range lose 6 amor and 6 magic resistance. Multiple seals do not stack.

A risky starter. A welcome addition to any team, but not many would actually want to be the one carrying it...

item 1054 Doran's Shield 300 g +100 HP Passive: Block 5 damage from incoming basic attacks. When you are attacked, gain 10 movement speed for 2 seconds.

A defensive starter, perfect for anybody who would otherwise be wailed on constantly (junglers and melee tops especially)


Jungle Items

  • No longer limited to champions with Smite.
  • Jungle monsters have been beefed up.
  • Small camps now respawn 60 seconds after they are killed.
  • 60 seconds after a Buff camp is killed, a small camp will spawn in its place. If killed, these will respawn after 60 seconds, but will scurry away once the buff monster respawns. The stats of these camps, both combat and bounty, are similar to the Wolves.
  • three Sentries at the Blue camp.
  • three Cinderlings at the Red camp.
  • Many of these may seem like they have use outside of the jungle. This is intended.

item 1041 Hunter's Machete 150 gold Unique passive: +12 damage on hit versus minions and monsters. Unique passive: +8% lifesteal versus monsters.

A tool for AA centric champions to clear the jungle. Can also be picked up by laners to shove waves or last hit.

item 1039 Hunter's Talisman 150 gold +8% spell damage to non-champions. Unique Passive: upon damaging a monster, steal 6 health from them over 5 seconds.

A tool to help casters clear the jungle. Can also be used by laners to clear waves more effectively, or to sustain by smacking jungle creeps with ranged spells over walls.

item 4201 Spirit Stone 150 gold +3 HP regen +3 Mana regen Unique Passive: Allied jungle camps you kill respawn 15 seconds sooner. Scuttle and Epic Monsters are immune.

A tool to help champions who clear the jungle quickly reap more benefit from doing so.


Flasks

item 2031 Refillable Potion 150 gold Unique Active: 2 charges. Activate to restore 100 health over 3 seconds. Champion damage removes the buff. Restore charges upon visiting the fountain.

The baseline Flask. You get what you pay for.

item 3198 Corrupt Flask item 2031 + 250g (400 total) Unique Active: 3 charges. Activate to restore 120 health and 80 mana over 12 seconds, gaining 3 armor and magic penetration for the duration. Gain one charge when you score a takedown. Restore charges upon visiting the fountain.

An aggressive player's flask.

item 3197 Crystaline Flask item 2031 + 200 Unique Active: 3 charges. Activate to restore 180 health and 110 mana over 3 seconds. Champion damage removes the buff. Restore charges upon visiting the fountain.

Gives more sustain than other flasks of its tier, but cannot be used in a brawl unless you find some respite.

item 3200 Forager's Flask Unique Active: 3 charges. Activate to restore 120 health and 80 mana over 12 seconds, gaining 8% movement speed for the duration.. Gain one charge when you kill a jungle camp or consume a Honeyfruit. Restore charges upon visiting the fountain.

Best suited for junglers.

item 3196 Golden Flask item 2031 + 1050 g (1200 total) Unique Active: 1 charge. Activate to restore 500 health and 300 mana over 3 seconds. Gain 20% movement speed for the duration of the buff. 60 second CD.

The best flask out there. Could very well be a part of your early core for several champions.


Gold Generation Items

  • You are no longer limited to one gold generation item.

item 3098 Frostfang item 1052 + 365 g (800 total) 12 AP +3 GPM +4 magic penetration

item 3312 Shard of True Ice item 3311 + item 1058 (2050 total) 75 AP +4 GPM +6 magic penetration UNIQUE Active - Ice Storm: applies an aura to a target champion, causing enemies inside to take 20 magic damage per second and be slowed by 20 for 5 seconds. If applied to an enemy champion, the target is immune to the slow. 60 second CD.

item 3096 Nomad's Medalion item 1006 + item 1006 + 500 g (800 total) +2.5 health regen +3 GPM +20 out of combat movement speed

item 2065 Shurelia's Reverie item 3305 + item 1028 + item 3114 (2000 total) +3 health regen +2 mana regen +4 GPM +200 HP +15% GSP +25 out of combat movement speed UNIQUE active - Haste: Grant all nearby allied champions a 30% movement speed boost for 1.5 seconds. 30 second CD.

item 3097 Targon's Brace item 3801 + 150 g (800 total) +2 health regen +250 HP +3 GPM

item 3190 Locket of the Iron Solari item 3097 + item 3105 +200 g (2100 g) +2.5 health regen +250 HP +30 armor +30 MR +4 GPM UNIQUE Active - Shields Up: Shield all nearby allied champions for 80-190 (+15% max HP) for 2.5 seconds. 60 second CD.

Sightstone

item 3695 Sightstone Once you are level 9, you can upgrade your Warding Totem to a Sightstone for 600 gold. Active: Consume a charge to place a Stealth Ward that lasts 3 minutes. Refill to 3 charges upon visiting the fountain. You can only place up to 3 wards from trinkets.

item 1028 Ruby Sightstone Once you are level 13, you can upgrade a Sightstone to a Ruby Sightstone for 600 gold. Has the same functionality as Sightstone, but you can double click the item to activate a scanner trinket.

Active:


Consumables

  • There is no longer a hard limit to the number of stealth wards a champion can have, except for those from Triinkets.

item 2003 Health Potion 50 g Restore 150 HP over 3 seconds. Interrupted by champion damage.

item 2004 Mana Potion 50 g Restore 125 MP over 3 seconds. Interrupted by champion damage.

item 2056 Stealth Ward 50 g Place a stealth ward that provides vision for 3 minutes. You can only hold 3 at once. The shop starts with 3 of these in stock for the entire team, and restocks one every 90 seconds (max stock 5).

item 2055 Control Ward 75 g Place a control ward that reveals nearby wards, traps, and camo units until destroyed. You can only hold two at once. Limited to one per champion on the map at a time.

14 Comments

ModWulf Helhammer6 votes

You are aware Lethality is literally flat armor pen based on your level?

Like, old flat armor pen was actually stronger then current lethality, as now you don't actually get that stated number of pen until you're level 18.

Do all you people clamoring for old flat pen not realize that is actually stronger than what we have now?

Bârd1 votes

Yeah, everybody knows that.

Lethality is a pointless stat that only serves to obfuscate how much armor pen you actually have.

In a game with Lethality, if I buy Duskblade and get 21 Lethality, I have no idea how much armor I'm piercing because it's calculated by some formula (Flat Armor Penetration = LETHALITY × (0.6 + 0.4 × level ÷ 18)) that nobody's going to have memorized.

In a game with flat Armor Pen, you can just have the Duskblade say that it gives "13-21 armor penetration".

AIQ3 votes

I like a lot of what you got here, since it's very long I'll give you a thumbs up on what I don't mention, but some glaring things that probably need to change or be reverted.

The Hp/MP Regen% is not needed, this will simply convolute the item pool even more for a few niche champions it's not worth the spots. Fixing the HP/MP Regens functionality and making it per second is more than enough.

Dorans Scythe is WAY too good, I'll explain that later. Dorans Seal is far too weak for it's payout. It can only even the playing field 1v1 where the enemy still has an advantage and in a 2v2 yes it's better, but your ally can only attack one person. Making it as useful as having it on 1 while 2 can attack you at all times. Hope that makes sense. In 3v3s + it's a good item early, but you almost never run into a 3v3 early that's not a fiesta. I think simply having the -6 to enemies is good or doubling it to -12 if the user has to be debuffed as well.

You can't remove the limitation of smite, else jungle items become mandatory on laners. Jungle items are hyper cheap for good stats, because Junglers are starved most games. This like Runic EZ taxing gromp/krugs to lane become standard. The limitation must exist.

Let me explain quickly why Scythe would be busted. Opening with Hunters Machete or Talisman, with a Spirit Stone and Scythe would be insanely powerful. A jungler that can clear quickly like Shyvana or Kayn Will get 45 extra gold from 1 clear then when the new camps re-spawn in blue/ red that's a bonus 12, then you reduce Camps timers so after 6 clears around 10 minutes you've collected about 450 gold+ a full clear of gold due to the extra re-spawn of all camps. Power farming is incontestable.

I know what you were thinking when you made these items but the harsh reality is that people will mix them in other roles and exploit them if these synergies exist.

Flask sound interesting and I like most of them, but IDK the Golden one sounds like a noob trap. 500 HP and 300 mana has the stat value of 1753g+20% mvspd, which is nice, but that's to prevent you from building your next real item. You only get 584.33 gold back when it's time to build your last item or all in for an item spike.

That Mvsp is situational and if you are in a bind to get 300 mana, you are probably itemizing for it anyway. On top lane most enemy champions will negate it's effects with a push then a back since they will have more power than you. I think it's cost needs to be reduced a lot.

No point of making it gold multiple purchasable, if you get one it's because you can't farm "aka supports," one item is supposed to allow you to be more flexible to build what you want. If having 3 gold items and a Sight stone are the most logical choices then why build anything else unless it's hyper over tuned?
You are just asking for laners to take it, by not inhibiting them. Current inhibitors are item 3302 Must have an ally near item 3303 Goes on CD if you farm item 3301 An Ally has to farm it

With out these what's to stop Susan top from going locket +Frost? Get's free gold and stats are decent too and can ez clear with E.

Stealth ward is a very interesting mechanic with it's shared pool. Abusable by trolls, but still interesting. I don't know what to think of it.

Over all you are headed in the right direction good work.

Bârd1 votes

HP regen amp is needed. Tank items in this have less raw HP and more HP regen (not to worry, damage items are a bit weaker) so amping it is pretty much essential.

MP regen amp isn't exactly essential, but it's just there for consistency.

Fair enough, gold should probably only be on lane creeps and large monsters.

Jungle items not being limited to smite isn't as much of an issue as you're making it out to be because they don't build into shit. They're standalone items you pick up for the purpose of rapidly farming.

People mixing up items between roles is fully intended. I hate how stiff item builds tend to be in this game, and absolutely want people changing up their builds every game because of a new situation.

Gold Flask, on a lot of champions, is downright awful. On somebody like Olaf, Aatrox, Mundo, or Singed, I could see it being bought either as a first item or immediately after.

These gold gen items aren't meant to finance your entire build. They're meant to keep an item independant support afloat. 4 GPM isn't enough for a Zyra to get Liandry's+Rylais+Sorc at 25 minutes, but it sure as hell is enough to get a Nami her Redemption.

If Nasus picks up a locket, fine. Delays his actual combat stats. Honestly he'd probably prefer Reverie.

AIQ1 votes

HP regen amp is needed. Tank items in this have less raw HP and more HP regen (not to worry, damage items are a bit weaker) so amping it is pretty much essential.

MP regen amp isn't exactly essential, but it's just there for consistency.

If you're doing a whole shop I'll take your word for it and see how it turns out.

Jungle items not being limited to smite isn't as much of an issue as you're making it out to be because they don't build into shit. They're standalone items you pick up for the purpose of rapidly farming.

Oh so there are no jungle upgrades? Then how do junglers keep up with laners their gold per second is just above a support. Are they just support 2.0s again? Or are their more jungle items incoming?

People mixing up items between roles is fully intended. I hate how stiff item builds tend to be in this game, and absolutely want people changing up their builds every game because of a new situation.

True, but limiting things is essential when you have 145+ champions. If ADCs can suddenly use Hydra they could be disgusting in a teamfight. Hydra Hurricane. Wow I got chills.

Gold Flask, on a lot of champions, is downright awful. On somebody like Olaf, Aatrox, Mundo, or Singed, I could see it being bought either as a first item or immediately after.

Aatrox and Mundo don't use mana though? A giants belt gives 380 HP and can be upgraded, Mundo wouldn't use 420 gold of stats, also mvspd has less value over ~409-415. Both champions contain a mspd steroid on their ults. IDK if it's one day implemented we'll see lol.

These gold gen items aren't meant to finance your entire build. They're meant to keep an item independant support afloat. 4 GPM isn't enough for a Zyra to get Liandry's+Rylais+Sorc at 25 minutes, but it sure as hell is enough to get a Nami her Redemption.

If Nasus picks up a locket, fine. Delays his actual combat stats. Honestly he'd probably prefer Reverie.

But remember they can still farm, it's not about fully purchasing an item, it's about getting there quicker. True delaying a Roa might be bad, but if I delay my IE by 3 min for a RFC+IE 3 min earlier + stats and everything else beyond is faster. I'm doing it.

Just food for thought. I think limits are essential, but maybe there is some healthy balance there.

punishallnubians2 votes

600 starting gold..aha WHY

Bârd2 votes

So your potential starts are more varied than "Dorans and Pots"

Modl Ryden l1 votes

Crystalline Flash is crazy good. As in getting enough mana to ult in 3 seconds is way too good for it to be 350g item.

Blue potion was removed for being too good at ALL stages of them, never having a fall off, because it's purchase into your inventory always meant you had enough auxilliary mana to cast at least 1 ultimate when the champion had finish consuming the whole potion.

Having 330 mana ready to chug means that every mage wouldn't need to rely much on stacking mana items if it meant they can access as much AP early game for having low mana costs and high mana restoration.

The sell back value would need to be drastically low for how cost effective it is. Like 350g buy but a 80g sell back.

OtterlyLost1 votes

So you want to make the AP Support item and Support Items in general problematic again by giving it better stats and no longer locking supports into just one of them? And you don't see this problem? .-.

Furthmore, what support is going to have 1250 gold to a needlessly to upgrade their item???

The doran's line update looks interesting but everything else looks super sketch to me. Furthermore, why would anyone take a Doran's Blade over Cull? Cull is way too good in your iteration.

Bârd1 votes
  1. They aren't support items, they're gold gen items. Who says gold gen needs to be exclusive to the most item independent champions in the game?
  2. Most supports. They don't get a ton of money, but 1250 isn't exactly a ton. It's also totally not necessary to upgrade the item, it's just as valid to spend that money on an Ardent, Redemption, or Knight's Vow.
  3. Because if you actually have to fight, Cull sucks. No HP, no in-combat healing, and half the AD. 8% attack speed is nice, but it's really only there to improve your last hitting under tower. A Rengar with Dorans jumps on a Jayce with Cull and that's first blood.
OtterlyLost1 votes

There's far too much gold going around as is; why would you exacerbate it by giving solo laners and farming carries the opportunity to get free gold and also minions? And also give them stats this well? Just no.

1250 is a ton of gold for a support.

And yeah but then the Jayce with Cull is going to come back, freeze his lane under turret and just rack up huge amounts of gold. Or a better example; a Jax or any other hyper carry will never fight and just farm and eventually run over anyone stupid enough to pick Doran's over it. You're giving people free extra gold.

These are terrible.

Bârd1 votes

Because the items I've yet to post (at the 2-3k gold range) are nerfed in terms of raw stats, and there are a couple new items in there with very high price points.

Yeah it's significant, but not impossible to afford. Plus, unless you're a "support" like Zyra, you don't need many items.

Somebody with more combat stats is gonna have more opportunity to control the wave, since approaching the wave with no stats is more dangerous. Sure they can freeze under their tower, but so can you, and with no HP they're more vulnerable to ganks while you're freezing.

Pope Phillis III1 votes

Just make the current Cull passive the passive for Doran's Scythe and that is interesting and different.

Remove the Spirit Stone, Sightstone, Jungle Item Changes, Ward Cap removal, Support Gold-Gen Items changes, gold flask, mana pots, and green wards then the items will be pretty alright. The jungle item smite requirement is to gate the items, which are alternatives to other items, from being bought by the other roles. Their stats are insanely efficient but taking smite as a laner is not worth that power spike.

The gold gen is a horrible idea as supports will have even less income than they do now. 4 gold per minute? That's abysmal.

That starting gold change isn't great either . It exacerbates existing problems with low cost power spikes.

Bârd1 votes

That Gold isn't bad, especially since you can buy multiple if you really need it.

In any case, I'd say lowering support gold is justified.

If Zyra can afford a full-on mage build from a Frostfang, something's off.

Bard, Nami, Blitz, Thresh, Raka, Rakan, none of them need items to do their jobs.

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