If I worked at for the League of Legends balance team this is how season 8 would start.

Moonfall Saber··4 votes·364 views

First off all of us at Riot would like to apologize for the atrocity that was season 7. Its pretty ironic that the season started with "LOL ADC season 7" to "LOLOLOLOLOLWTFAREWEDOING ADC season 7". We have a TON of item balance changes so that this never happens again.

CRITICAL HIT ITEMS Crit items are all being reworked as we are changing the base crit modifier to 150% instead of 200%. To compensate attack speed items will be increased greatly to get closer to cap and EVERY crit item will have Attack damage on them. One other thing... the maximum amount of crit you can get from any one item will now be 20%. Our goal is to have Marksman damage more consistent. Check it out below (the cost of items will be raised to lowered accordingly)

item 1051 10% critical hit chance 10 Attack damage

item 1018 (Now builds out of item 1051 ) 20% critical hit chance 20 Attack damage

item 3086 builds out of item 1051 and item 1042 X2 40% attack speed 15% critical hit chance 20 Attack damage

item 3046 60% attack speed 20% critical hit chance 35 Attack damage Passive remains the same

item 3087 55% attack speed 20% critical hit chance 30 Attack damage Passive remains the same

item 3094 50% attack speed 20% critical hit chance 30 Attack damage Passive: Your next enegized attack fires 3 bolts at once. Bolts deal 60% attack damage and can crit. (does not apply on hit effects)

item 3085 55% attack speed 20% critical hit chance 25 Attack damage Passive: same however secondary Bolts deal additional damage based attack speed

item 3031 70 Attack damage 20% critical hit chance Passive: Crits deal 50% more damage

item 3508 70 Attack damage 20% critical hit chance Passive: same

NEW!!!

item 3035 builds out of item 1051 item 1036 20 Attack damage 15% critical hit chance

Passive: Critical strikes deal 15% of its damage as true damage

item 3036 50 Attack damage 20% critical hit chance

Passive: Critical strikes deal 25% of its damage as true damage. Auto attacks deal an additional 5% of targets _current health _ as true damage

item 3033 50 Attack damage 20% critical hit chance

Passive: Critical strikes deal 25% of its damage as true damage. Auto attacks apply_ grievous wounds_ to enemies.

item 3072 70 attack damage 20% critical hit chance 20% lifesteal Passive: same

item 3122 20 Attack damage 10% critical hit chance passive: same

item 3185 40 Attack damage 20% critical hit chance Passive: Critical hits cause enemies to bleed for 140% of your base attack damage over 3 seconds

HEXTECH ITEMS We have spoke before about hextech builds and we feel as though we never did anything with it yet. Introducing hextech items. We have remade every hextech item to have our new stat "Adaptive"(ability power or attack damage). This allows these items to be built by any champion and it allows new hextech builds (for people who like actives)(Hextech items no longer share a cooldown)

item 3197 Hextech core (image is a placeholder) 20 (Adaptive) 100 Health 100 Mana

Passive: The core charges over 40 seconds. Upon being charged it can be activated Active: Next basic attack deals 50 - 125 bonus magic damage (based on level) (All Hextech items build out of a core)

item 3152 300 Health 50 (Adaptive) 10% cooldown reduction Passive: same 40 sec CD

item 3030 300 Health 400 Mana 70 (Adaptive) Passive: same 40 sec CD

item 3146 Reworked 150 Health 150 Mana 80 (Adaptive) Passive: Fire a fast bolt in a line passing through all enemies dealing 175 - 250 Physical damage. Within 2 seconds this can be reactivated to cause the bolt to return to the caster (smart weapons). The returning bolt deals 80 - 130 magic damage. 40 sec CD

NEW

item 3198 Hextech Battery (image is a placeholder) 200 Health 200 Mana 30 (Adaptive) +10 (Adaptive) for each additional _ Hextech _ item

Unique Passive: Hextech items have their cooldowns reduced by 20 seconds

item 3200 Hextech Grenade (image is a placeholder) 100 Health 200 Mana 80 (Adaptive) Passive: Throws a grenade dealing 100 physical damage upon impact (skillshot). Can be reactivated withing 2 seconds to explode dealing 180 - 280 magic damage in a radius.

item 3196 Hextech barrier (image is a placeholder) 400 Health 300 Mana 30 (Adaptive) Passive: gain a shield equal to (100-200 + 20 for each additional Hextech item). This shield generates slowly at a rate of (2 + 1 for each additional Hextech item) per second

MAGE ITEMS We mentioned that we were making a pass on mage items so buckle up here they are.

item 3003 Does not transform anymore same New Additional passive: Gain a shield equal to 10% of mana expended

item 3136 Will now split into two items

item 3151 Passive changed from 1.5% of current health to 1.5% of maximum health as true damage

item 3136 other half 80 Ability power 300 Health 20 Magic penetration Passive: hitting an enemy with a spell reduces their magic resistance by 1-18 (based on level). Stacks 5 times Passive: If an enemy is reduced below 0 Magic resistance they will be cursed for 20 seconds negating heals and shields by 70%

WILL BE CONTINUED

3 Comments

Penns1 votes

If you make adaptive stuff, it should give more AP than AD tho.

Also I need an item with cdr and magic pen dear design team :]

Moonfall Saber1 votes

Adaptive items are all hextech items which are meant to be used in a hectech build. All hextech items no longer share a cooldown and are meant to be used in combination together. The idea is that the items deal more damage than the champion would which is why the adaptive is so low. Also I have not yet finished the mage items.

Cavemantero1 votes

but but but the longer games will take away the fun of watching LCS....

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