Can we get a rework on Edge of Night?
I honestly would not mind a rework of EoN (
). It currently is way too abusable by any champion, even if they were not necessarily intended to use it in the first place, who has any AD scaling whatsoever. I don't mind a strong item, but EoN has way too many strengths with minimal weaknesses to counteract its great early - mid game power.
I suggest that we:
- Keep the active spell-shield, but make it have a shorter duration (like 3-5s at most), and give it a 60s+ CDT starting after the shield is consumed or times out (not on its activation)
- Make EoN unavailable to purchase if you have purchased Banshee's Veil and vice versa
- Change the passive +15 lethality to a unique named passive shared with Youmuu's Ghostblade and raise it to +25 lethality on both (this ultimately lowers the highest possible amount of lethality by 10 points since now these 2 items can't stack their lethality)
- Remove the +35 MR
- Add +30 armor
- Lower AD to +50
- Remove passive +20 movement speed ooc
- Add +20 movement speed when ooc lowering to only +10 movement speed while in combat to the active, applying only when it is either on CD or not in use (basically if you have the spell-shield activated, you lose the movement speed)
- Change the channel so that if you are standing still and not attacking anything, you channel for only 0.75s or 2s if ranged. If moving or attacking anything, the channel is extended to 1.5s or 3s if ranged (movement speed is not lost until the channel fully completes). If interrupted mid channel, the active goes on CD for only half the timer (20s)
- Raise price to 3500g (+400g overall)
- Build path is now
+
+
+
+ 925g
Reasoning:
- By increasing the overall price, and by a good amount at that, it postpones the power spike that the spell-shield and lethality gives you by a bit unless rushed as the first item, which is now not as bad.
- The channel timers around ranged vs melee would make the item better on melee assassins looking to quickly engage their target without giving them time to activate their own.
- Assassins should be able to plan out their engages and time them correctly since they likely will be the ones roaming in between lanes. So the shorter active time would not hurt them as much as it would for ranged champions who usually are the ones being engaged upon.
- Not a single champion should be able to dodge 2 abilities by having both of the spell-shield granting items. Any additional spell-shields on top of the 1 from choosing either item should only come from abilities.
- Lethality raised to counteract it now being a unique, named passive shared with Youmuu's Ghostblade.
- MR removed so that AP burst champions are not further countered by another AD item giving some MR with an anti-AP defensively based passive (we already have
and
. - Armor added so that physical damage is less effective and offers some level of defensive stats against AD attacks at earlier levels.
- The armor is offset by the amount of lethality that the item gives you. The armor is great for early game where lethality is less effective, but as the game progresses, the armor become more insignificant due to how lethality scales. This is especially true if both the attacker and the target have this item (almost canceling each other out).
- AD lowered overall since the lethality in this item was raised.
- Passive movement speed was changed so that roaming is left unchanged and so that you still have some while in combat, but by gaining a defensive spell-shield, you "pay" for it with that movement speed.
- Overall lowering of total lethality by 10 points because there is too much as it is.