2 Items that need to be looked at

DeusVult··2 votes·327 views

The first and most obvious choice, item 3089

It is a late game item, the most expensive item in the game, AND IT HAS NO BUILD PATH. Death cap costs 3800 gold, takes 3 items to put together, and has a combine cost of 1265 gold. 1265!!!! It only takes 425 gold to combine the parts for infinity edge, which can be useful early game even before stacking crit as you can still get a random crit from RNG or a champions mechanic, whereas deathcap only gives you more AP, which is only useful if you already have a lot of AP to multiply. There is only 1 champ in the game that could possibly buy deathcap early as he can "create" his own AP, but even he has more pressing items to buy.

Mid to late game, trying to buy deathcap feels terrible, as you already have Boots+3 items. That is 4 item slots taken. Now you have buy 2 ingredients at 2100 gold, and then sit on those parts for 1700 more gold. 1700! This also takes away any possibility of keeping a consumable if you have it, or buying a pink ward to help ward baron/elder in the late game because you have to sit on parts. Sitting on one 1250 gold ingredient and waiting for 2550 to finish an item isnt feasible when other people are getting power spikes. item 3036 item 3033 are 2600 gold. item 3135 is 2650 gold.item 3190 is 2200 gold. item 3193 is 2500 gold. It is literally impossible to buy this item off of 1 ingredient and still win the game, other people can finish entire items before you have the money to combine the parts needed for deathcap.

Deathcap needs a new build path. One that can actually be done and not feel like shit for attempting while you are building it. Something like item 1058 + 750 gold = item 3090 (item to be named later) Costs 2000 gold 80 AP Increases AP by 15%.

item 3090 + item 1058 + 550 gold = item 3089 Same as current version.

On to the second item (actually item set) that needs to be looked at IMO. item 3301 item 3096 item 2302 item 3069 Why do these items need to be looked at? Because they give the highest amount of income to a support for the lowest effort, and the lowest amount of gameplay interaction with the other team. If you have coin, all you have to do is be in the lane, and you will collect you income. Late game they are guaranteed their income by being near their team when clearing waves or pushing an inhib. By comparison, the item 3303 line has to constantly be landing abilities in order to collect their money, and if there is no enemy around and they have stacks, they are losing money. item 3302 line has to be able to proc autos on minions, specifically melee and cannon minions, otherwise they lose money. They pretty much cant do this is they are: Losing lane, their adc is a jackass, there is no one with them, or the game goes past 25 minutes and the waves get AoE'd down by their team before they can get off stacks. And in the end, ancient coin beats them all economically. The passives for FQC and FotM arent good enough to warrant being outearned by so much so easily, especially since ancient line actually has a passive now.

It just doesnt seem right for an item that is purchased by champs who want as little lane interaction and as much farming as possible to have an item that then also outearns the other teams support with no effort involved.

4 Comments

TiltoverEnforcer1 votes

With the whole Rabadon's deal, I personally think it would be better if they reverted the total price of item 1058 to 1600 and its AP to 80, and then made it build out of item 1026 and item 1052.

alfavhunter1 votes

coin is the easiest to get gold with when in a duo+lane BUT it offers no combat stats

the coin line actually just got a nerf recently and it is in a very reasonable place now

deathcap however i agree with

i think a better solution would be to make it cost 2 item 1058 and then the combined cost of 600, into "Drained Rabadons Deathcap"

Drained Rabadons Deathcap 3100g cost 120 ap passive- Drained Death -after getting 5 champion kills/assists the cap is restored to its former power and becomes

item 3089

this makes the item cheaper but also causes a little more of a quest to gain the power bonus from deathcaps passive, meaning the enemy team has more counterplay to it by playing safer to prevent the cap from reaching its "final form"

DeusVult1 votes

ok, but your taking a late game item, making it cost 3100 gold, build out of parts that cost 2500 gold, so it has a 600 gold combine cost, but they get nothing out of the item, no stats, nothing, for paying this cost, until they get 5 kills/assists.

Sure, it makes the item a little easier to pick up because of the reduced cost, but no one is ever going to do it, as it has the hardest unlocking mechanic of any item in the game. And it gives no stats upon completion. In fact, it loses gold efficiency upon completion, and doesnt become so even when unlocking just by looking at straight stats and not at the passive, which is how efficiency is measured.

alfavhunter1 votes

{quoted}

ok, but your taking a late game item, making it cost 3100 gold, build out of parts that cost 2500 gold, so it has a 600 gold combine cost, but they get nothing out of the item, no stats, nothing, for paying this cost, until they get 5 kills/assists.

Sure, it makes the item a little easier to pick up because of the reduced cost, but no one is ever going to do it, as it has the hardest unlocking mechanic of any item in the game. And it gives no stats upon completion. In fact, it loses gold efficiency upon completion, and doesnt become so even when unlocking just by looking at straight stats and not at the passive, which is how efficiency is measured.

its more effecient AFTER it morpgs into the true deathcap after getting 5 kills/ assists sure its not as gold efficient on finish but it also takes 1 less item spot, and gets the chance to morph into the current deathcap at a cheaper cost

its a give take situation, its 700g cheaper but now has different requirements to upgrade to its full power instead of raw gold, and honestly 5 kills/assists isnt hard to get mid/late game

i couldn't go over 120 ap as the 2 NLR give it 120 ap as is, and adding other items would have made it worse as it would lose ap still, or armor, or hp, exc depending on the item chosen.

maybe the problem is just the combind cost is to high, maybe the problem is the build path, i took a rute of chaning it that would improve both at the cost of a delayed power spike from it on item completion but it would be more gold effective after the quest was met

the quest could just be kill 30 enemies and it would work as well, the goal is to make it more gold effective but still delay its power spike by an appropriate amount

for example IF it was kill 30 enemies as the quest and we give it a 600g combined cost, lets say all 30 of those enemies were ranged casters for 22g each, thats 660g needed to make it upgrade BUT you can now spend that gold on something else, in a sense it makes the final form of the item cost 3760g (40g less than live) but you still get the 660g to spend on something else. and that is saying its a 30 enemy kill requirement with low gold income, it could very well be a 15 enemy kill requirement BUT you still get to spend that gold elsewhere.

the general idea is to make it more gold efficent after its done with the quest but still delay that power spike to about the same 3800g, BUT the the other gold can now be spend elsewhere.

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