Marksmen Item [Effort Post]
Now do note that this is a post about marksmen items and not Attack Damage items; I will both make changes to current items obviously, some items I will acknowledge but nothing changes, and introduce some cool creativity ideas basically to form more customization, options, and diversity in marksmen builds. So just like the Ability Power items, B.F. Sword will become cheaper with less AD just like Needlessly Large Rod, while other items will be similar costs and stats, but grant different utility to them mainly through passives and active.
B.F. Sword: Recipe: 1250g
Statistics: +40 Attack Damage
Remind everyone that the attack damage to current gold cost of B.F. Sword is unchanged.
Runaan's Hurricane: Recipe: Recurve Bow (1100g) + Dagger (450g) + Dagger (450g) + 500g = 2500g
Statistics: +70% Attack Speed +UNIQUE Passive: Deal 10 bonus physical damage on-hit +UNIQUE Passive: Your basic attacks fire minor bolts at 2 nearby targets, each dealing 50% AD physical damage and applying on-hit effects.
Statikk Shiv: Recipe: Zeal (1100g) + Avarice Blade (800g) + 600g = 2500g
Statistics: +40% Attack Speed +20% Critical Strike Chance +6% Movement Speed +UNIQUE Passive: Ignore all unit collision. +UNIQUE Passive: Moving and attacking grants charges, up to 100 charges. At 100 charges your next basic attack expends the charges to deal 100 bonus magic damage to up to 4 targets which this magic damage may critically strike.
Phantom Dancer: Recipe: Zeal (1100g) + Cloak of Agility (730g) + 670g = 2500g
Statistics: +30% Attack Speed +25% Critical Strike Chance +5% Movement Speed +UNIQUE Passive: Ignore all unit collision. +UNIQUE Passive: Basic attacks deal (+10%AD) bonus physical damage on-hit which may critically strike.
Zephyr: Recipe: Stinger (1250g) + Cloak of Agility (730g) + 520g = 2500g
Statistics: +40% Attack Speed +15% Critical Strike Chance +10% Cooldown Reduction +8% Movement Speed +UNIQUE Passive: Ignore all unit collision. +UNIQUE Passive - Tenacity: Reduce the duration of crowd control effects by 35%.
Frost Dagger: Recipe: Zeal (1100g) + Dagger (450g) + Dagger (450g) + 500g = 2500g
Statistics: +60% Attack Speed +10% Critical Strike Chance +5% Movement Speed +UNIQUE Passive: Ignore all unit collision. +UNIQUE Passive: Basic attacks slow their target by 15% for 1.5 seconds, increases to 50% for 1.5 seconds when the basic attack critically strikes. This passive is disabled while this item's active is on cooldown. +UNIQUE Active: Blast enemies slowed by this item 350 units directly away from you (45 seconds cooldown).
Blade of the Ruined King: Recipe: Bilgewater Cutlass (1400g) + Recurve Bow (1100g) + 700g = 3200g
Statistics: +25 Attack Damage +40% Attack Speed +10% Life Steal +UNIQUE Passive: Basic attacks deal 8% of the target's current health (min 10) in bonus on-hit physical damage (max 60 vs. minions and monsters). +UNIQUE Active: Deal 10% of target champion's maximum health (min 100) as physical damage, get healed for the same amount while stealing 25% of your target's movement speed for 3 seconds. (90 seconds cooldown). [550 units range]
Rusted Rapier: Recipe: Long Sword (360g) + 340g = 700g
Statistics: +10 Attack Damage +UNIQUE Passive: 10% Cooldown Reduction
Low tier build into something Attack Damage and Cooldown Reduction item, this can help smooth out builds of certain items as well as add more items into the game that involve AD and CDR.
Essence Reaver: Recipe: B.F. Sword (1250g) + Vampiric Scepter (800g) + Rusted Rapier (700g) + 450g = 3200g
Statistics: +80 Attack Damage +20% Cooldown Reduction +10% Life Steal +UNIQUE Passive: Dealing physical damage restores between 2% and 8% of the physical damage dealt as Mana, based on your missing Mana.
Bloodthirster: Recipe: B.F. Sword (1250g) + Vampiric Scepter (800g) + Long Sword (360g) + 790g = 3200g
Statistics: +70 Attack Damage +UNIQUE Passive: 20% Life Steal +UNIQUE Passive: Your life steal overheals you, converting the excess healing into a shield that absorbs up to 50-350 damage and decays when out of combat for 25 seconds.
F.P. Sword: Recipe: B.F. Sword (1250g) + Recurve Bow (1100g) + 850g = 3200g
Statistics: +50 Attack Damage +50% Attack Speed +UNIQUE Passive: Basic attacks restore 20% of the damage dealt from on-hit effects as health with a minimum of 25 health on-hit. +UNIQUE Passive: You leave behind a trail of flowers behind you for 3 seconds that heals allies on the trail for 50% of the health this item's passive heals yourself for and for every ally champion on your flower trail increases the healing value by an additional +5% for yourself.
The Brutalizer: Recipe: Rusted Rapier (700g) + Long Sword (360g) + 277g = 1337g
Statistics: +25 Attack Damage +10% Cooldown Reduction +UNIQUE Passive: 10 Armor Penetration
Youmuu's Ghostblade: Recipe: The Brutalizer (1337g) + B.F. Sword (1250g) + Long Sword (360g) + 853g = 3800g
Statistics: +80 Attack Damage +20% Critical Strike Chance +20% Cooldown Reduction +UNIQUE Passive: 20 Armor Penetration +UNIQUE Active: Gain +40% Attack Speed and +20% Movement Speed for 6 seconds (45 seconds cooldown).
Infinity Edge: Recipe: B.F. Sword (1250g) + Pickaxe (875g) + Cloak of Agility (730g) + Long Sword (360g) + 585g = 3800g
Statistics: +80 Attack Damage +20% Critical Strike Chance +UNIQUE Passive: Critical strike damage deals 250% damage instead of 200%.
The Hawk and Bow (Ranged Only): Recipe: B.F. Sword (1250g) + Pickaxe (875g) + Long Sword (360g) + 1315g = 3800g
Statistics: +80 Attack Damage +UNIQUE Passive: Deal (+10%AD) bonus magic damage on-hit. +UNIQUE Passive: Permanently summon a hawk that follows you around that attacks with your every other basic attack which copies all your on-hit effects.
So an item like this makes sense to have Attack Speed rather than Attack Damage, but other people brought up that on-hit builds have an over-the-top abundance of Attack Speed to them so to make the item more unique and more dependent on other items since I want this item as an investment item and weak when it is by itself, but strong based on your champion and items you bought with the item. This item is ranged only to have better balancing and not worry about certain melee champions abusing the item (you don't want Yi, Irelia, Jax terror).
A Quick Rundown: 2500 gold is for the utility attack speed items; 3200 gold is for the health sustain items like Life Steal; 3800 gold is for the high damage items, ghostblade was moved here since it makes more sense to be high damage than complimentary it mainly has stat buffs to make up for the over 1000 gold increase on the item it should be roughly the same gold value as it is now.
Another quick point is I tried to introduce some self-peel options like the Frost Dagger for a hardcore utility item with a slow or push back to grant marksmen a utility-defensive item so they have more power in that regards. The other thing I wanted to make viable are on-hit builds for marksmen with the introduction to on-hit sustain and on-hit high damage multiplicative stat increase like how Infinity Edge and Deathcap work. So the biggest thing that will change marksmen build diversity is changing and introducing more high damage items and making on-hit builds viable since on-hit builds are lot more obviously distinct than the average AS, crit, AD builds; but I also tried to introduce more options that and made Bloodthrister cheaper but less stats and made some changes to Essence Reaver just to see more of an equal split between these two items (less defaulting to Blood Thirster and more choices between the life steal and shield of BT or the damage, cdr, and mana of Essence Reaver).