Should Sunfire Cape be a toggle?

A Level 4 Noob··78 votes·5,915 views

Sunfire Cape is a cool item and is really nice on many champions. However, sometimes don't you wish that maybe it wasn't always on? Like when you are kind of low health, and you want to get some auto-attacks on their tower but if you get too close to the enemy champ you take tower shots. Perhaps they could make the aoe damage a toggle like muramana.

115 Comments

Xtremey24 votes

the only time it annoys me is when i have to clear a ward near baron. >.>

Cows Are Holy8 votes

{quoted}

the only time it annoys me is when i have to clear a ward near baron. >.>

Might as well give blitz ult passive a toggle too

So annoying to use ur ult everytime u back and go in drag and baron pits

A Level 4 Noob5 votes

[{quoted}](name=Cows Are Holy,realm=NA,application-id=3ErqAdtq,discussion-id=ebEiVErk,comment-id=00010001,timestamp=2014-12-24T02:57:27.557+0000)

Might as well give blitz ult passive a toggle too

So annoying to use ur ult everytime u back and go in drag and baron pits

Honestly, they probably should. It steals creep farm from the ADC anyway.

SirUrfsALot1 votes

[{quoted}](name=A Level 4 Noob,realm=NA,application-id=3ErqAdtq,discussion-id=ebEiVErk,comment-id=000100010000,timestamp=2014-12-24T03:50:36.398+0000)

Honestly, they probably should. It steals creep farm from the ADC anyway.

they got a fix for that relic shield when the passive kills a minion the gold goes to your carry there no harm done

FantasySniper4 votes

Except relic shield has a higher CD, and it doesn't always kill them. In fact, most of time, it hurts them just enough so that they will die from the next few minion attacks while your attack speed isn't fast enough to compete :(

BADxW0LF1 votes

Honestly, by the time you have sunfire cape, your adc should have plenty enough farm. Tank items are expensive as fuck and relic shield doesn't give that much income compared to the other 2 ( too much of a CD, as you said), so you getting SOME farm shouldn't be that big of an issue.

OblongOtter5 votes

They're talking about Blitz' passive since you didn't read it.

DatPikachuTho1 votes

[{quoted}](name=A Level 4 Noob,realm=NA,application-id=3ErqAdtq,discussion-id=ebEiVErk,comment-id=000100010000,timestamp=2014-12-24T03:50:36.398+0000)

Honestly, they probably should. It steals creep farm from the ADC anyway.

If you're still in the laning phase by the time you have a Sunfire Cape in bot lane, you're doing something wrong anyways. Unless you're a support rushing Sunfire Cape. In which case you're probably terribly behind already since you didn't get a Sightstone or finish your GP10.

A Level 4 Noob3 votes

{quoted}

If you're still in the laning phase by the time you have a Sunfire Cape in bot lane, you're doing something wrong anyways. Unless you're a support rushing Sunfire Cape. In which case you're probably terribly behind already since you didn't get a Sightstone or finish your GP10.

We are not saying that sunfire steal CS, he brought up the point that Blitz passive does. Blitz passive steals CS, and should also be a toggle.

Rakan Garfield3 votes

[{quoted}](name=A Level 4 Noob,realm=NA,application-id=3ErqAdtq,discussion-id=ebEiVErk,comment-id=000100010000,timestamp=2014-12-24T03:50:36.398+0000)

Honestly, they probably should. It steals creep farm from the ADC anyway.

You do realize that Blitz was supposed to be a top laner right?

flibitydoo14 votes

They should make it so that pressing R as Blitz toggles the passive off.

Wait a minute here....

LeeDark5 votes

Every played Garen and had your passive turned off because you walked through the jungle by wolves instead of taking the long way around?

Ever wanted to push your lane but been held back by the opponent just getting barely in range of your Sunfire?

redniwediS2 votes

Garen got a QoL change at level 11 that fixes this issue. If you're running around in the jungle pre-level 11 and require your passive I'd say you have bigger things to worry about.

LeeDark1 votes

Hope you don't need to go anywhere at level 10! The passive helps make you healthy, which is always going to be good if you run to help mid or destroy an invading jungler.

How about when you see a pink ward at Baron, and Baron chunks you while you kill the ward, just because you bought Sunfire?

redniwediS1 votes

If you're low enough for a few Baron attacks to seriously harm you (or if you're strangely squishy) perhaps you shouldn't be clearing wards inside Baron pit...

Every example involving a Sunfire being detrimental so far has involved more bad positioning than anything. As a long time Sunfire Cape user you get used to that aggro circle, and you adjust your positioning accordingly.

junglerboy167 votes

This is such an old Idea, and I'll explain the reasoning behind why it isn't implemented: You buy this item for the free AOE damage it deals. Suppose you are in lane, and you are using the free damage to drain away your opponent. Logically, they ought to turtle under their tower, right? They are able to counter play you by taking advantage of this items particular weakness, namely, drawing aggro. If you can toggle it off, it becomes OP, unless it deals almost no damage at all, for the simple reason that it removes all the possibility for counter play.

I for one would much rather have an impactful damage source than a totally negligible one that has a toggle. Right now, they need to buff sunfire's damage scaling to something like 2 per level instead of 1, but other than that, it shouldn't have a toggle. You bought it for the damage, so you pay the price for it too, just like an ADC pays the price for building damage by being the primary target in a fight, you pay the price for damage by drawing aggro.

LeeDark3 votes

For that purpose, however, it DOES deal almost no damage. Remember, they nerfed the damage early game? The burn does nothing more than help you wave clear A LITTLE. It is not an item you get to drain your opponent.

Once Sunfire is dealing okay damage, you aren't in your lane trying to hit a tower anymore. You're grouped up and taking poke so the ADC can get shots in on the tower. But then you go off to check Baron, see a pink ward, and figure you'll kill it. Baron hits you for the five seconds you needed to kill the ward, and you can now take less poke without having to back. Should that REALLY be an intended effect from Sunfire?

1 Wing1 votes

Yah, but, why are you just standing there, letting Baron hit you? Aren't you like "whow, Baron's active," and getting out of there, dodging Baron's attack so you don't even get hit? That's what I do in the rare instance where I get into that scenario.

LeeDark1 votes

So, buying an item in the game should make you INCAPABLE of killing a ward you can see just because the ward is in a certain spot?

flibitydoo8 votes

Okay so by your logic, change item 3074 so attacking a turret now does the aoe damage. You bought item 3074 for the aoe damage , you pay the price for it too. (and don't tell me you built item 3074 for it's stats because item 3072 does it's job way better in terms of stats)

And what exactly you do you mean the counterplay is removed by giving item 3068 a toggle? The Counterplay to Sunfire Cape's aoe damage is to stay outside of the aoe and to attack them from range. Or build Magic resistance and tank it. Or simply do greater than about 40 damage per second by building something that would achieve that (for example, a BF sword at over half the price of a sunfire cape gives +50 damage to auto attacks which can be done once per second).

A Level 4 Noob6 votes

{quoted}

Okay so by your logic, change item 3074 so attacking a turret now does the aoe damage. You bought item 3074 for the aoe damage , you pay the price for it too. (and don't tell me you built item 3074 for it's stats because item 3072 does it's job way better in terms of stats)

And what exactly you do you mean the counterplay is removed by giving item 3068 a toggle? The Counterplay to Sunfire Cape's aoe damage is to stay outside of the aoe and to attack them from range. Or build Magic resistance and tank it. Or simply do greater than about 40 damage per second by building something that would achieve that (for example, a BF sword at over half the price of a sunfire cape gives +50 damage to auto attacks which can be done once per second).

I think this is a great point. The damage on sunfire isn't that bad that "there is no counterplay" the current damage on it is pretty awful. If you are intending on the damage from sunfire cape to really help you kill your opponent, you rethink your strategy. Sunfire cape is there to help push lane, kill jungle creeps, etc.

bahamutkaiser3 votes

I totally agree with you except the simple fact that Sunfire is a proximity weapon, and it's naturally beneficial and utilized by melee. Melees already have a harder time engaging turrents because they have to go hug it instead of poke 2 millimeters within range and poke away at it, so being able to turn off the AoE damage while they make their approach on a turrent is an important take away, Melees are in no need of such a difficulty.

LeeDark7 votes

This has been needed for a long time. Either that or make the damage from Sunfire not cause tower or monster aggro.

Gunpoint4 votes

{quoted}

This has been needed for a long time. Either that or make the damage from Sunfire not cause tower or monster aggro.

pretty abusable though

ChaoticPinecone3 votes

agreed. just push the lane and sit next to the enemy champ while he last hits under tower for free damage if it doesnt take aggro.

A Level 4 Noob5 votes

{quoted}

agreed. just push the lane and sit next to the enemy champ while he last hits under tower for free damage if it doesnt take aggro.

The argument is not that we want sunfire cape not to aggro, it is that we want sunfire cape to be able to toggle off and stop it's damage when the player so chooses.

ChaoticPinecone2 votes

was merely responding to the suggestion to "make the damage from sunfire not cause tower or minion aggro"

LeeDark1 votes

Because ranged champions can't already do that.

LeeDark1 votes

What are you gonna do, run around your enemy's tower doing a whole 15 damage per second to the enemy?

redniwediS6 votes

I've seen topics like this show up before, and I honestly don't understand them. If you plan on being under a tower while enemy champions are there you're either going to be tanky to begin with or you shouldn't be under tower with a Sunfire Cape in the first place.

If you plan on putting yourself in that risky position why not get a Randuins Omen instead, or even the new Ohmwrecker? If you're safe enough to be that far up in lane, but still want the Sunfire Cape for pushing power or whatever you can just proxy the next wave instead of getting a few hits on the tower. If you're building a Sunfire Cape your few hits likely won't be hurting the tower much anyway.

A Level 4 Noob5 votes

{quoted}

I've seen topics like this show up before, and I honestly don't understand them. If you plan on being under a tower while enemy champions are there you're either going to be tanky to begin with or you shouldn't be under tower with a Sunfire Cape in the first place.

If you plan on putting yourself in that risky position why not get a Randuins Omen instead, or even the new Ohmwrecker? If you're safe enough to be that far up in lane, but still want the Sunfire Cape for pushing power or whatever you can just proxy the next wave instead of getting a few hits on the tower. If you're building a Sunfire Cape your few hits likely won't be hurting the tower much anyway.

I think the sunfire cape gives the option to push lane, while still giving resistance. For players that like to down towers quick and begin roaming. I know I do this sometimes when I play shyvana. I think that randuins and ohmwrecker just doesnt give the same push power that I get from sunfire.

redniwediS4 votes

A fair point. In my mind it would just be simpler to build damage and a warden's mail or something for that purpose. To each their own I guess.

EDIT: Another thing I'll never understand is people who downvote a post that starts with "I don't understand".

Phife6 votes

i don't understand why you wouldn't want to toggle it on / off.... If you don't want it to be toggle-able then just don't do it? and if you want to toggle it on then do that...

TheSeltzerBaron1 votes

[{quoted}](name=I Am Tolan,realm=NA,application-id=3ErqAdtq,discussion-id=ebEiVErk,comment-id=0002,timestamp=2014-12-24T00:42:39.606+0000)

i don't understand why you wouldn't want to toggle it on / off.... If you don't want it to be toggle-able then just don't do it? and if you want to toggle it on then do that...

As long as it doesn't default to OFF every time you die. Having to retoggle something constantly gets really annoying if you don't want to untoggle it in the first place.

Yuumi or Lose5 votes

It makes sense. Chogath has a toggle on his E so he doesn't aggro tower hits.

Horrow4 votes

That's giving a lot of power to an already powerful item. If they did that, Riot would have to nerf it to compensate. That isn't a quality of life change, that's a straight up buff. So currently I'm fine with how Sunfire is, I rather it not lose HP,Armor, damage or have its price increased just for a toggle effect.

No thank you.

Delioth15 votes

But... It really is a QoL change- Sunfire is the only item that has drawbacks for having the item. You don't automatically take aggro from all the jungle creeps for having a DFG. Your enemy can't just walk next to you to make you start taking turret shots because you have a Bloodthirster. The only other item with a perceivable cost has a toggle- Muramana and its mana cost can be turned off.

junglerboy164 votes

All items have a cost, but some are harder to distinguish. DFG for example, has a ton of offensive power, but it leaves the owner incredibly squishy by itself. Manamune/Muramana has the cost of taking ages to stack, and the mana drain is toggle-able because it is not something that happens indefinitely since the moment you purchase the item (Additionally, it is solely a damage item, giving no defense at all). Sunfire cape gives strong defense through combined armor and health, but also gives damage, meaning that it has a lot of EVERYTHING you should want from a bruiser champion. Having no drawbacks at all would make it ridiculously OP.

Mast3rShake9 votes

Items don't have drawbacks. You pay for what you get. You pay for the damage sunfire gives, it isn't just freely attached to the health and armor. DFG doesn't have drawbacks, it does what it is designed to do extremely well. It isn't designed to give armor and if it gave a crap ton of armor it would cost a lot more. The point is that if you want to clear some wards at baron or dragon sunfire negatively effects you. No other item in the game has something like that.

DrCyanide8 votes

item 3042 - has a toggle because it consumes a resource you need for other things every time you deal damage with it.

item 3074 - deals free splash damage when you auto attack, but is limited by your ability to auto attack (attack speed, attack damage, stun, etc.). This in turn makes it more dependent on other items which boost said stats.

item 3078 / item 3025 / item 3100 - gives extra damage after you spend an ability.

item 3068 - deals damage automatically, even while stunned. The only occasional cost being some HP when you take agro that you wouldn't have otherwise. Works at maximum efficiency the moment you buy it (excluding penetration items, which boost the effectiveness of all of the other items listed).

I'm not really seeing the argument for why it needs to be completely free damage. Giving it a toggle would remove the only cost (occasional HP loss). You can mitigate the cost completely with good positioning.

Delioth2 votes

{quoted} I'm not really seeing the argument for why it needs to be completely free damage. Giving it a toggle would remove the only cost (occasional HP loss). You can mitigate the cost completely with good positioning.

Because this is the only item you mentioned that doesn't give completely free damage when you want it. item 3042 Toggles, item 3074 only deals damage when you're attacking, and gives enough lifesteal to heal from any minion damage because you're accidentally managing to hit a champ with it and doesn't proc on towers, item 3057 items give free damage after an ability cast, and won't proc if you don't want them to (i.e. don't attack). item 3068 has the drawback of also being an item for tank supports, like Leona. Guess who clears wards at Baron and Dragon. Guess who takes dragon/baron aggro because of this item. Might only be 200 hp, but that's still 5-10% of max hp, and tanks should be walking out of fights with little hp left. That 200 hp might be the difference between my Shield of Daybreak off a second time and stunning the Nunu who just started charging or the Zed who's going to target my carry. That's a game-changing 200 hp, and is a major drawback of the item. I honestly don't like buying the item unless baron/dragon are not even a consideration (we're that far ahead or behind that it's either a given or we won't get it w/o a major teamfight victory right before.)

TheKingDodo8 votes

Sunfire cape is currently well below 100% cost efficiency. They nerfed sunfire damage a while back because of mundo. It deserves a buff anyways.

junglerboy162 votes

maybe they should make its bonus damage scale off of your armor or mr? like deals damage per second equal to 20% of your armor? that would give about 60 damage per second if you had 300 armor.

TheKingDodo2 votes

damage is overrated, sunfire's just a pushing tool for tanks with single target ccs and weak aoes. the drawbacks it's giving is what's holding the passive back. plus this scaling damage is pretty not worth. if you rush a sunfire as your first item, you'd get around 100ish armor if you're 9-21-0 and regular runes. that's only 20 damage, presumably you're lvl 6-7 the current sunfire would give around 31-32 damage at that point. Once you get full build, if you go full armor, 300 gives 60 which is pretty good, but it doesn't make up for the fact that you didn't build any mobility items/ anti-kiting items so you'll never be in range for that burn (since CDR and MS are mostly on mr/damage items, except on FH). ideally you'll have some mr and mobility items, so you'll be around 200 armor, which gives 40 damage, but the sunfire currently gives 43 at lvl 18. 20% armor is perfect, any more and you'll probably be pushing into the near OP status for specific picks like Rammus, Shyvana and Garen .

Schàdenfreude4 votes

wow, this is actually quite a nice idea, especially for a item 3068 lover like me.

Need Gold 4 Tent4 votes

No foreseeable abuse for it, as well as a good reasoning to have it. Riot please do this

Woook3r4 votes

Also, It would be nice to hav in the jungle. but it interferes with mo-boots

Starrow3 votes

TBH now that it's not really that used anymore, yes it should.

OblongOtter3 votes

To people saying that the QoL change (which only puts it in a similar situation to item 3074 and item 3085 ) would be a buff (a buff to the only item in the game that gets you killed for trying to achieve the main goal of the game): why not make it not activate at all when near a tower and simultaneously close to an enemy champion? So this gold inefficient item (it only has 80% efficiency, as opposed to item 3110 which is 140% gold efficient without the aura) can't be used in tower dives.

xGvPx2 votes

I definitely think it would get more use if it had a toggle, but I don't think turret aggro is the best reason...I mean I deal with that with Alistar's passive all the time...moreso for me it would be so I could go through jungle without aggroing for escapes and stealth

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