@Riot Meddler or just Riot , I Have Some Item Changes/Balances

PowerHouseLegend·4/27/2018, 7:17:40 AM·2 votes·1,101 views

So items in this game and many builds feel very meh right now, like i feel like we all build the same stuff on the same champ over and over again since most items just fall short of other ones via effects or just stats. So I'm hoping that the item rebalance suggestions I provide here can help make playing this game more fun, put alot of items in a better spot, and open up more item builds for champs. I'm coming from playing this game from the very end of beta to now and its been a looooonnngg journey where I've seen soo much change. I'm NOT gonna go over the crit items since riot have their own ideas there and for items that don't appear on this list I either think they're good, a change is too slight, or I just know what to do. So sit back, put your glasses on, and (hopefully) enjoy my ideas :D.

Reasons for each change can be found in the items Note:

#Black Cleaver item 3071 Armor Shred 4%-> 5%, Max: 24% -> 30%. Last 4s from 6s. >Note: I understand that everyone is gonna disagree on this but, honestly nerfing the shred made no sense for me. To me the shred was made to give fighters a means to fight a tank (without going into Conqueror, now). The 6% reduction in shred is a lot when you face a tank. Reducing the duration allows the enemy to try and disengage and reset the Cleaver proc more often.

#Ardent Censor item 3504
~~2300G ~~->2400G 60 AP -> 50 AP 50% Mana Regen -> 100% Mana Regen +10 Shield Power -> +5% Shield Power

>Note: Enchanter supports are still soo strong with their heals, barriers, and ability to enhance their ADCs, and needs to be tuned down. The shear volume of utility they offer easily eclipses that of a hard peel tank support. Lowering the AP reduces their early damage and hits early game heals/barriers. Reducing the shield power is needed for how strong shields are late game right now, 1k shield is not ok with no counter-play. The Buff to the Mana Regen is so Supports can try to make more plays and work for dat assist gold :3 haha.

#Redemption item 3107 2100G -> 2200G +10% Shield Power -> +5% Shield Power >Note: Like In the note for Ardent Censor, Shields late game are just too strong and have too much of an impact so the Shield Power needs trimming.

#Zhonya's Hourglass item 3157 70 AP -> 80 AP 45 AR -> 35 AR >note: So Zhonya's Hourglass is an OFFENSIVE item that's suppose to give you protection from Assassination, or Lock down in its active, so why does it give you armor that is somewhat comparable to a tank item like Sunfireitem 3068 or Righteousitem 3800. Reducing the armor reduces how tanky a Mage can be. Buffing the AP gives Mages a little more damage when committing to riskier trades. (Comparing this item to Maw item 3156 isn't fair considering you get more from Hourglass, including an item active you control for them dank outplays.)

#Seeker's Armguard item 3191 30 AR -> 20 AR >Note: Read Zhyona's Note

#Locket of The Iron Solari item 3190 Honestly, I thought riot had it with the AOE damage reduction thing, I mean it sounded pretty good, just had to have it so if it was used within tower range it would have a reduced effect. The Reduction in Shields really doesn't help alot. SHIELDSS haha.

#Rod of Ages item 3027 60 AP -> 50 AP 300 Health -> 350 Health Per stack: 20 Health, 10 Mana, 4 AP -> 25 Health, 15 Mana, 5 AP; 10 stacks -> 8 stacks for max of 200 Health, 120 Mana, 40 AP >Note: With the games being fast now I think its time to increase the rate you can get a fully stacked RoA, so 8 minutes sounds better than 10. The Buff to the health allows this item to give mages more heft at the slight cost of damage. Also the slight mana buff gives a little more insurance to ability uses.

#Archangel's Staff item 3003 50 AP -> 30 AP 650 Mana -> 550 Mana >Note: The rush and power of the first item Archangel's is really strong, considering you want to hurry up and stack this item to get Seraph'sitem 3040. This item alone can make your resource bar irrelevant and allows mages to ability spam with no worry. Reducing the mana on this item hits this ability spam a little. Nerfing the AP reduces the power spike you get from trying to rush this item, the spike should come from when the item evolves into Seraph'sitem 3040.

#Seraph's Embrace item 3040 50 AP -> 40 AP 1400 Mana -> 1300 Mana Mana Conversion: 3% -> 2.5% Shield Base 150 -> 200 >Note: Being an Item that gives literally great Defense and great Offense, there is no bad reason not to build this on a mana mage, as Scarra said in his run down of 8.8, "it is the least risk most reward option". I always saw Seraph's as that utility/defense item with a little AP on the side, but this item right now isn't that, its everything. Nerfing the AP and mana conversion ratio allows for this item to not be such a heavy damage spike item and puts more focus on its defensiveness. Buffing the base shield allows the item to perform better at defensive tasks at any mana amount. Defense > Offense.

#Blade of The Ruined King item 3153 3400G -> 3300G 25% AS -> 30% AS >note: I barely see this item anymore and kind of think its a meh item too. A little attack speed buff and reduced cost to maybe make more people pick it up.

#Sterak's Gage item 3053 +50% Base AD -> +45% Base AD >Note: Damn this item gives so much presence, like being able to proc Trinityitem 3078 for 400 on WukongMonkeyKing or around 350s for IreliaIrelia is pretty damn good and getting a boosted amount of AD in the process with a safety SHIELD is even better. Reducing the ratio by 5% should make it less imposing.

#Lich Bane item 3100 80 AP -> 85 AP 250 Mana -> 300 Mana >Note: Slightly more AP and a little more mana can go some ways for the poke!

#Icebron Gauntlet item 3025 65 AR -> 60 AR >Note: I feel like the item gives a bit much of tankiness as well as some good damage and utility for its cost, so maybe a slight reduction of armor on the item.

#Manamune item 3004 2400G -> 3200G 20 AD -> 30 AD Add: +20% CD Mana on Proc: 5 -> 6 Mana per proc; Can occur 3 -> 4 times every 12s Now builds off of Tearitem 3070 ,Cauldfield'sitem 3133, and charmitem 1004 >Note: So honestly this item should've been the AD version of Archangel'sitem 3003 with a more focus on the damage procs. Buffed AD by 10 AD so Manamune isn't a rough first item to build and can deal some damage. Gave +20% CD so there is more utility and makes this item more appealing to other champs rather than EzrealEzreal. Thought this item stacked soooo slow (about 47% slower than Archangel'sitem 3003 ) so I made it so it stacks as fast but still requires more procs, whether on hit, basic attacks, or abilities. New build path reflects stats and also the gold increase reflects all the added stats.

#Muramana item 3042 2400G -> 3200G 25 AD -> 35 AD Add: +20% CD Passive Mana Requirement: 20% -> 15% >Note: All changes explained in the Manamune Note. Passive Mana Requirement lowered so you can make a little more out of the passive.

#Deadman's Plate item 3742 2900G -> 3000G 60 AR -> 55 AR 425 Health -> 450 Health Add: +5% movement >Note: Wanted to give the item more of a Moving Train feel so I adjusted the AR and Health and added movement speed to the item. Increase the cost to reflect the new stats.

#Shurelya's Reverie item 2065 2100G -> 2400G 8% Movespeed -> 10% Movespeed Active: 50% movespeed ->15%-50% movespeed (based on LVL) (CD:60s -> 75s) >Note: Gave more movement speed in general to match that AP Righteousitem 3800 feel, but changed the active to be scaling so its not so strong early with champ like NunuNunu. Increased the CD so the active cant be abused for the low CD. Gold cost increased so it takes a little longer to get and it reflects the new stats.

#Mortal Reminder item 3033 2600G -> 2700G 50 AD -> 30 AD Add: +35% AS Bonus Armor Pen: 35% ->40% Now builds from Whisperitem 3035,Dagger item 1042, Executioner's Callingitem 3123
>Note: This item was made to deal with tanks and is almost always built on ADCs, so I thought it needed to fit more into their rank of stats. I reduced the AD on this item and gave AS in the missing AD's place. This allows ADC's to get both AS and AD, but not too much of one. Buffed the passive bonus pen so its easier for ADC's to deal with full tanks on Armor. Gold increase reflects new stats.

#Lord Dominik's Regard item 3036 2600G -> 2700G 50 AD -> 30 AD Add: +35% AS Bonus Armor Pen: 35% ->40% Now builds from Whisperitem 3035,Dagger item 1042,Gaint Slayer item 3034 >Note: Basically the same reason as Mortal Reminder's note.

#Mercurial Scimitar item 3139 3600G -> 3500G 65 AD -> 55 AD 35 MR -> 40 MR 10% Life Steal -> 12% Life Steal Add: +15% Tenacity and +15% slow resist >Note: Never really see this item unless its a very specific match up like MalzMalzahar. Also for such a high priced item all you really get is the active which works only on one piece of CC. This item needed love so, Buffed life steal for slightly more sustain, lowered AD due to the higher level of sustain and defense, Increased the MR slightly to survive more AP matchups, and added +15% Tenacity cause the items feels more about reduce cc and survive than deal damage.

#Frozen Mallet item 3022 30 AD -> 35 AD Effect Procs: Basic Attacks -> Physical Damage Slow: 40% -> 35% (melee) 20% -> 15% (ranged) Duration: 1.5s -> 1s >Note: I just want this item to feel more rewarding and the slow is the main idea. Making the slow activate on physical damage rather than basic attacks allows for more uses of this item on various champs. Also the AD buff makes the item look more appealing to damage dealers.

#Edge of Night item 3814 55 AD -> 50 AD 250 Health -> 0 Health Add: 25 AR Add: 20 MR Add: +5% Movespeed (doubled when you activate the active) New Active: (Instant cast) allows your damage for the next Xs to bypass (or deal extreme extra damage??) Shields. (60s - 50s CD) (maybe make this a melee only thing ??) >Note: Ok so this maybe the most controversial of all the items on this list, but whatever. So this item allows an assassin to do their job and cut up a priority target in the back lines by allowing their damage to go right through a shield. I believe this new active would be ok since shields are mostly meant to fend off a sustained level of damage and prolong your life during a team fight, not assassination. Assassins are not meant to be thicc fighters, they are glass cannons, so taking the health away and giving a small amount of AR and MR was a sounder choice in my opinion. Nerfed the AD slightly due to the new active allowing you to go through shields. Added the movement speed effect so it is a little easier possible to get to your target.

#** Wit's End** item 3091 2400G -> 2500G 40% AS -> 45% AS New Passive Effect: Melee attacks also steal 5 movespeed from target. >Note: Honestly i want to see this item more, its such a cool dueling item and since riot wanted it to be more about melee i added an effect. Increase the AS to increase the rate you can stack the passive and make this appeal more to melee auto attackers. Adding the Movespeed stealing passive for melees can increase the playability for the item. Gold Increase reflects the new stats.

#Spellbinders item 3907 2800G -> 2900G 100 AP -> 120 AP 10% Movespeed -> 15% Movespeed >Note: So Spellbinders is that item you build when you need to just run in quick and NUKE a target, full offensive. Buffed movespeed to help make some immobile mages move around the map and in a fight. Increased AP to help push the Nuclear Weapon item type fantasy. This item should allow you to hurt and run around, so bring me more Ahri Annie AurelionSol Lux . Gold increased to reflect new stats.

#Hextech GLP-800 item 3030 Active: Now shoots the area in front of you slowing enemies and leaves behind a rectangular area that slows enemies that are in it. Slow decay: 1s -> 2s Base damage: 100-200 -> 110-225 >Note: Don't know where to really go with this one but I feel like letting this item leave a slow area and deal slightly more base damage should help its position out. The slower decay on the slow allows for more time to stick to your foe and make it count....or just run away and leave the field to cover your retreat.

#Tenacity

Finally, I would just like to say Tenacity should stack additively. With the amount cc in this game right now, I don't think you should be punished for building or having multiple sources of Tenacity. Stacking multiplicatively hurts sooo much. Also you need to keep in mind that hard CC isn't affected by Tenacity

P.S. Riot can we get a new pair of boots item 3693 that on active you are Immune to hard cc for a few seconds. Hard CC lock doesn't feel good to play against for anyone.

There is more i wish to talk about like how towers should be much tankier and deal a little more damage late game but thats all for another time... maybe.. we'll see, but I just want to thank everyone that took their time to read this. Remember i want to discuss this so leave thoughts below of what you think![slayer-pantheon-thumbs]

6 Comments

Torturer47494/27/2018, 7:32:49 AM1 votes

There is no way they are going to hear you

trunoob4134/27/2018, 7:54:48 AM1 votes

Wits end needs some love I do love the item but can't bring myself to buy it most times honestly i'd rather they just add another 1k gold cost to it and actually make it useful though. It's not bad at all for the price but I'd usually rather spend the extra gold anyways for a better item. I used to build it on warwick pre rework probably still nice on him but they did nerf his on hit thanks to his ult applying less on hit affects.

Also miss the aura items :(

Sun Wu Ryuumoku4/27/2018, 1:40:15 PM1 votes

nerfing item 3053 and listing Wukong Oo is it a joke ??