So the State of Top Lane isn't peachy, here's a potential solution for itemization
TLDR: Melee top laners have been struggling for a few seasons now and part of the problem is income starvation due to typical laning patterns and ineffective itemization that is often better abused by ranged AD carries. Let's uniquely buff some classic "bruiser" items to throw them a bone.
So, when we think of classic top laners in League of Legends what often comes to mind for many of us are champions like:
. Maybe a
or even
for newer players. One thing each of these champs has in common over the last 2 seasons or so is the fact that they are struggling to remain competitively viable. In some cases they simply aren't viable at all competitively! The prevelance and strength of tank top laners or ranged champions invading the role dramatically reduces the pool of effective top lane picks and this is also in the lane most heavily impacted by the nature of counterpicking effectively auto winning the match up.
What this means for the game is that a large portion of the champion roster is simply unable to be played, gameplay becomes stale and stagnant, and many players become (rightly) fed up with it and abandon the role, champion, or even the game altogether.
What it means for competitive play is that games are boring to watch and lane phase is typically decided by jungler interaction, limiting the strategic diversity of matches.
Well what's the problem and why are these types of picks performing so poorly? Mostly the issue is that standard laning patterns against more meta picks involve losing trades that lead to income starvation for a class of champions that is, historically, designed around being as item dependent as ADCs. A bruiser type of champion that isn't capable of winning a duel because of poor itemization effectiveness essentially doesn't have a role to perform in a team composition as this champion won't be able to teamfight effectively in straight up team fights, can't seige or counter siege easily, and can't even perform the function for which it was designed effectively as a split pusher because it can't win the inevitable 1v1! As a side effect of this calamity split pushing in general is an inefficient and ineffective strategy which further limits strategic diversity.
This leads us to the question of how to fix the problem and make a larger portion of the champion roster viable picks that are actually capable of performing their function when played properly.
One way we could do it (without diving into runes, which already are enough of a headache in general in preseason as most preseason sweeping changes tend to be) would be to address the core items commonly thought of as "bruiser items" that tend to be overshadowed by marksmen abusing them better. Things like:
. Fortunately Tiamat and Gage already proved why range is a huge inherent advantage and have been relegated to melee only in certain respects. But this wasn't enough. So how can we get some of these other items (and maybe a new item or two) to better empower melee bruiser playstyles without once again breaking ranged champions and crowding out melee picks?
Let's start with
, the quintessential bruiser item. This item has all the things bruisers want. It gives them the ability to stick to targets when they jump them, it gives some durability, and it improves damage output. Thing is ranged champs can just make better use of it. So let's change the item and add a unique passive to help melee champs alone. Let's say it keeps its current stats value and price tag aside from the cool down reduction which we will reduce to 10% base (a minor indirect nerf targeted at the marksman caster types that tend to take the item). Then we can add a unique passive (let's call it... "arena master" for the moment) that applies only for melee champs: this is a passive that stacks with kills, capping out at 10 stacks with assists being one stack and kills being 2 with each stack adding 10% of the items stat values to the item and reaching 10 stacks doubles the raw stat value of the item, and dying reduces your stack total by half rounded up of your total stacks. This change would leave the item about half as effective on ranged champs at full blast (mirroring other range/melee 1/2 bonus values) but encourage the melee user to play in the bruiser style to stack up to become stronger by splitting and dueling and not dying while also giving them a way in mid game to gain back some of the income disadvantage suffered in lane phase by BOTH splitting for gold and exp as well as stacks to make up for the early deficit. Since this change could affect jungler patterns as well now and jungle gold/exp has been buffed we need to take care that this change doesn't relegate bruisers solely to jungle or that current jungle champs abuse better or are passed up in favor of new tri force abusers. If this occurs consider adding to the passive that smite as a summoner spell counts the champion as "ranged" rather than melee to reduce the values more in line with current tri force.
Ok, one item down, let's take a break for a moment to just consider this one before I get to others and I'll do this thread in steps so that we can consider these items individually first and then together while also allowing me some more freedom in writing such a long and complex thread.
Day 2: Black Cleaver
Ok, lets get down to business to defeat the hun--- erhm, I mean and talk about
, bruiser big ticket item number 2. This is another item that is regularly better abused on marksman or ranged champs (and this guy:
) than just about any bruiser type of champ you might care to name. It's a lot safer to stack that passive from range than from "in yo face mutha flowa!". The item was intended to give bruisers a way to defeat tanks in top lane matchups and provide utility and increased damage potential for the ADC in teamfights. So let's go ahead and reinforce this concept by making the passive half as effective for ranged champs and make them take twice as long to stack it. With the new buffs the item will likely receive to increase its stack percentage and rate its liable to just be MORE abusable on these ranged champs than the champs its intended for, again pushing a class of champions out of their role. So let's ALSO add to this buff a slight nerf for the ranged champs to keep things better in line with a healthy game state and mirror the other ranged/melee bonus numbers and the new concept for tri force. Is this enough of a change to help bruisers out? Probably, especially in addition to some of the other items we're going to be talking about, so this change seems like a pretty easy one since Riot is already tweaking the item some.
But...
Let's tack on something else that stacks to also help encourage the bruiser playstyle like we did with tri force. A melee only passive that grants 20 hp per stack up to 10 stacks with kills granting 2 and assists granting 1 where half rounded up are lost upon death. Now we've got both the mainstay bruiser items that they like to rush granting them the ability to come back from some of that early deficit in games by doing typical bruiser things in the early mid and mid game. One of the few things left to consider here with Black Cleaver is going to be it's cost and perhaps its build path. So lets change the recipe to Jaurims Fist and Phage and its total cost to 3150 gold to better reflect its value and new passive without otherwise changing the stats. This should feel a lot better for bruisers in extended lane phases or late lane phases because a Kindlegem doesn't really offer much in terms of trading power but a Jaurim's Fist with that Phage sure can help with both last hitting and potential trades.
Day 3: Solarian Arms (Temp name)
OK, so its a typical game and you're playing a bruiser type champ and have farmed up your completed Tri Force or Cleaver and picked up a
to go with it for the trade power and wave clear as the game starts to transition out of lane phase. You're feeling a bit better about things since it feels like you can actually put at least a bit of hurt on some opposing champion now but you feel like you need something to help the team out in these skirmishes AND you feel like you need a little more durability to survive them and make use of the advantage time for some extra farming or tower taking. You think about Righteous Glory, but the opposing team is still up a tower and pressuring with priority while mostly being the ones to dictate the engagements so far so you don't know how much that really solves your issue and begin to lament the other choices available to you.
Sound any kind of familiar to any one? I bet I'm not the only one whos been in that kind of a situation on occasion.
How about an item that could offer a solution for this, be a less expensive bruiser item to match some of the typical less expensive second and third purchases of other champs that feel really impactful, and give our bruiser brethren another way to express their skill in game with a useful active like all the cool ones mages and supports and marksmen and assassins and tanks get to have? The Tiamat active sure is useful, but it doesn't feel as IMPACTFUL as something like Ghostblade or Quicksilver Sash or Locket.
Enter Solarian Arms. (Think of an icon with a shield and gladius)
Yesterday I previewed the active effect for it:
Active - Allied Champions in aura range (600 units) take 3% reduced damage for the next 5 seconds and regenerate 15% of damage taken during this duration over 5 seconds. If less than 4 allied champions are in aura range then the wielder of Solarian Arms gains 3% more damage reduction per champion missing up to a max of 9%.
So we'll go ahead and complete the item today since we know this is an active that can help the team out in skirmishes and could be used in isolated 1v1 all ins to win an outplay advantage. We kind of want this item to give us some more durability even though we want to keep beefing up our damage out put to perform our role so lets take some of the previous version of Locket and build a new item for around 2600 gold from
,
, and
. The final stats of the item can be 30 Armor and Magic Resist, 300 HP, 15 AD, and 10% Cooldown Reduction along with its unique active. I feel like this gives bruisers (and potentially even some tanks) an option that helps them and the team while simultaneously opening up more diverse options for support players since an item that performs a similar locket function but doesn't stack with it can be used by another teammate allowing supports to build a different item (or perhaps pick entirely different champions and strategies). As a last aside, I have this odd feeling about this particular item and Trundle when we think of overall balance, but I can't put my finger on why and suppose it's probably because Trundle is the champ that comes most to mind when considering something that is both a Top and a Support role champion.
Edits to come! What kind of thoughts do folks have so far? I'm interested in hearing feedback and ideas from those who care to participate.
Edit 1: Todays item will be Black Cleaver some time this evening. Edit 2: Solarian Arms is our Day 3 item, something new and interesting. Edit 3: I don't always play jayce: https://boards.na.leagueoflegends.com/en/c/general-discussion/GTTBpLdl-i-dontt-always-play-jayce-but-when-i-do



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