What if we reworked items as a whole to increase base stats by %s?

Paroe··1 votes·202 views

item 1028 = 5% increased max health (per 400g) item 1033 = 10% increased magic resist (per 450g) item 1029 = 5% increased magic resist (per 300g) item 1036 = 5% increased AD (per 350g)

With this, we can add utilize named passives to add class-specific stats. item 1038 +20% AD, Unique passive "Attacker": +20AD item 1011 +10% max health, unique passive "Defender": +200 health item 1031 +10% armor, Unique passive "Physical armor": +20 armor item 3211 +15% magic resist, Unique passive "Magical resistance": +20 magic resist

If we had base AP, we could do AP items like this too.

3 Comments

Death by Glamour1 votes

For better or worse it would likely force a bruiser meta on the game

Rewt1 votes

tanks would rule the world. Due to having better base stats in almost every department they would be able to become super tanky while still putting out decent damage.

The strat would basically be everyone plays a tank, with the exception of a vayne or fio.

That would be aids

Paroe1 votes

{quoted}

tanks would rule the world. Due to having better base stats in almost every department they would be able to become super tanky while still putting out decent damage.

The strat would basically be everyone plays a tank, with the exception of a vayne or fio.

That would be aids

No? Crit and penetration is still a thing, and with this you would tune base stats. Completed items would be item 3031 with 40% increased AD, item 3142 with 30% increased AD.

Assuming everyone has a base AD of at least 120... item 3031, item 3508 (both 40%) item 3036 (25%) = 105% item 3147 item 3814 item 3142 (all 30%) = 90% 120 base AD x ~2 is 240

As for tanks... Assuming base health of 2100 item 3742, item 3065 15% max health and 20%armor/25% magic resist. item 3748 would be 15% max health and 10% AD. item 3193 would be 15% armor and 20%MR (And would add actual numbers with its passive instead, i think). item 3083 would be 30% max health item 3047 would be +10% armor. So total we have 65% increased health and 45%/45% armor/MR. 3465 max health (assuming a health of 2100). This means tanks would have less of everything, especially MR/Armor. It wouldnt even double.

So no, it wouldnt lead to a "tanks are god" situation... It would lead to a form of balance i think. AP wouldnt really have to change for this to work either unless riot would want to remove rabadons deathcap in favor of keeping mages at around 500AP, as they have relatively low defensive stats to begin with.

This math also doesnt include the unique passives idea OR the stats you get from runes (which would further bump the numbers). And then theres potions, which with this system would become VERY effective purchases on everyone but AP champions.

[{quoted}](name=Pink Leg Warmers,realm=EUW,application-id=3ErqAdtq,discussion-id=htKj4AXF,comment-id=0000,timestamp=2017-10-29T21:05:24.204+0000)

For better or worse it would likely force a bruiser meta on the game

If you include the unique passive idea it would mean bruisers would be forced to get a BF sword item of some kind AND a giants belt item of some kind. Those tend to be expensive, which would push bruisers into either going AD or tank, as a mix of both would be a lot less effective. They would be strong sure, but it would be no different from how it is now. The only thing that would change is that we can separate the effectiveness of items FROM the champions and balance JUST the champion without worrying about items.

Say sejuani was to strong with 2500 base health and the above mentioned tank build, we could lower her base health to compensate for it. Or say Tank ekko became a thing again... We could just tune HIS base AD, armor, and health so that he cant do it anymore.
Theres also the fact that making items % based would make the flow of the game reliant on XP to make the best use of the items. Rather than the best ADC wins... It would become the highest level team wins. Different dynamics and slower game paces that way.

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