Infinity Edge - short-term solution
4.10 made a lot of changes in the offensive AD damage items department (Also known as ADC items). Mostly, the changes succeeded in their goal of breaking the stranglehold BT had in the ADC itemization department - but not without making Infinity Edge too strong of an item to rush, especially in combination with one of the other multiplier items. Hence, 4.17 will feature some nerfs to this item, in an increased gold cost.
However, in this thread, I'd like to propose a different approach for nerfing its dominance, by shifting some power around. Note that this is merely a short-term solution, and the crit system should get an overhaul entirely to not be as swingy in lane, but still retain its intended purpose of a further multiplicative effect in the late-game.
In essence, or TL;DR, what I'd suggest is to lower
's intrinsic crit chance and cost somewhat, but place the lost crit chance and cost on all of the multiplier items (
,
and
).
The longer version:
:
- Crit chance reduced from 25% to 20%
- Cost reduced by 300 gold to 3500 gold
- Possibly, Addition to passive: Increases base AD for the purpose of calculating Spellblade's damage by 10% (to make up for Triforce not getting a direct buff in crit chance)
:
- Crit chance increased from 30% to 35%
- Cost increased by 300 gold to 3100 gold
:
- Crit chance increased from 20% to 25%
- Cost increased by 300 gold to 2800 gold
:
- Crit chance increased from 15% to 20%
- Cost increased by 300 gold to 3000 gold
I feel like this kind of change could open up a lot more build paths for AD carries, as it would diminish IE's first-item powerspike, while retaining the 2-item powerspike of the IE/multiplier combination. Additionally, the changes buff other item combinations like
+ multiplier or
+ multiplier.
The only really problematic guy I can see is this one:
. But he is a permaban in need of nerfs anyway, so...