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

~~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
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
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 Sunfire
or Righteous
. 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
isn't fair considering you get more from Hourglass, including an item active you control for them dank outplays.)
#Seeker's Armguard
30 AR -> 20 AR
>Note:
Read Zhyona's Note
#Locket of The Iron Solari
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
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
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's
. 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's
.
#Seraph's Embrace
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
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
+50% Base AD -> +45% Base AD
>Note:
Damn this item gives so much presence, like being able to proc Trinity
for 400 on Wukong
or around 350s for Irelia
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
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
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
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 Tear
,Cauldfield's
, and charm
>Note:
So honestly this item should've been the AD version of Archangel's
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 Ezreal
. Thought this item stacked soooo slow (about 47% slower than Archangel's
) 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
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
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
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 Righteous
feel, but changed the active to be scaling so its not so strong early with champ like Nunu
. 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
2600G -> 2700G
50 AD -> 30 AD
Add: +35% AS
Bonus Armor Pen: 35% ->40%
Now builds from Whisper
,Dagger
, Executioner's Calling
>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
2600G -> 2700G
50 AD -> 30 AD
Add: +35% AS
Bonus Armor Pen: 35% ->40%
Now builds from Whisper
,Dagger
,Gaint Slayer
>Note:
Basically the same reason as Mortal Reminder's note.
#Mercurial Scimitar
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 Malz
. 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
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
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**
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
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
. Gold increased to reflect new stats.
#Hextech GLP-800
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
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]