All my ideas on item changes, rework, and balancing ideas. Long In-Dept Post

Rain NT··4 votes·541 views

After making two post previously to this thread, I manage to gain back a lot of opinion in which help with the changes/numbers of the ideas.

If you want to some of my other ideas in terms of Game Structure (Ranked and More), heres the link: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/zkz32JYv-game-structure-ideas-and-changes-inspired-by-the-league-community-long-indept

Here is a Guideline: from where I'll start and end Nashor Tooth Essense Reaver SightStones Jungle Items

Nashor Tooth: Nashor Tooth is in a sticky situation where the item was made for AP champions to have some sort of sustain damage. But the problem with it is that most champion that can reliably use this already has sustain damage and prefer more ap to have burst as well. Champion like Kayle is probably the only one that uses this item to max affect but even than most kayle would rather go more AP central if they wanted too. How to fix?: Make it more reliable on more champions like Azir Ekko Teemo Fizz Jax and Diana, niche champions that can use this more efficiently by giving them what the champion need (small burst + sustain damage).

Stats: 35% Attack Speed 70 AP 10CDR 3000 Gold (built from - Stinger+Needlessly+500g)

Passive: Every AA does an extra 3%AP; and every 6th AA does a small burst of an additional 20%AP and can work against structures, count/stacks goes down after not hitting anything for 4 seconds. (this will synchronize with Ekko Jax and Diana only every second proc of their passive) (can also help champions like Diana and Azir take down turrets as well, and make Azir AA viable)

Active: Increase attackspeed by 35% and all magic damage from SPELLS receive an additional 12% (8% for AOE) amplification for 12 seconds, 55s CD(This will synchronize with Azir soliders so now they can add the spell damage on their AA). And so it doesnt AMP Lichbane or Ludens damage because those are not actual spell damage.

Explanation ::: With this build path, players will have to choose between this item or other needlessly items. It will be competition against NLR items and Lichbane. You can go for more burst damage and utility with other NLR items, and quick combo sustain damage from Lichbane. But what makes this Nashor's distinctively different from the rest of the item, is that it compliments AP attackspeed champions more than other items. Long term sustain damage and a windowed quick extra amp to damage with the active will be the trademark of the item which makes it unique and strong. Since there's a limitation when the active is available, there will be a windows when the item is weaker, thus being able to expliot that weakness. Champions like Ekko Diana Fizz Kayle has to pick between quick damage or long lasting damage THAT also compliments their AS qualities. And since Azir can't go Lichbane anyway, this item will be better for him in terms of DPS.

Essence Reaver (I'm going to take this quote from another thread because he made a clear point and I couldnt say it any better even if I tried). "Essence Reaver isn't popular despite offering so much in a single item slot, the other choices are oftentimes better. 20% lifesteal with a shield. Attack speed, lifesteal, and damage based on enemy life. AoE lifesteal that gives an active AoE nuke. Essence Reaver isn't even a bad item -- it's actually rather good, and I even use it upon occasion -- but the other options are so grandiosely strong that they're picked up far more often. - by Lunar Silkworm." How to fix?: Give it a stronger identity! If you want Essence Reaver for the CD and mana, give it more of that!

Stats: 10% Lifesteal 80 AD 10CDR +50% base mana regen 3200G (built from - BFS+Reave Scepter+200G)

"Reave Scepter 18 AD 10 Lifesteal +50% base mana regen 10%CD 1250G (built from - Vamp Scepter+Forbidden Idol+50G) Passive - same as ER but without the CD on AA"

Passive: Whenever you auto attack you gain a temporarily rapid mana regeneration over a period of x time (instead of instant mana). And that every AA reduce your spells by 0.3s. (This way AD casters will have a way of casting more - since it will take atleast 5 AA for 1.5s, it won't be too strong)

Explaination ::: The mana regeneration over time is a small nerf in short, but profit over time. The 0.3 reduce CD on AA will help casters spam more and use more of their abilities which they might prefer over more AD or damage or attackspeed or lifesteal. It specifically made for AD casters. Champions like Jayce, Ezreal, Olaf, Urgot, Varus, Xin, Yorick can use this item will because it will synchronize with their kit. And now since there is a mini component to the item, it will help the early HP/Mana sustain item for only 1250G.

Ward Item/Sight Stone Buff

Ruby Sight Stone: Cost: 2050 (build from Emerald SightStone + Ruby Crystal) Stat: 650 HP Unique Passive - Holds 6 charges and refills upon visiting the shop. Active: Consumes a charge to place a Sight Ward item. Sight Ward that reveals the surrounding area for 3 minutes. A player may only have 3 Stealth Wards on the map at one time. Active: Double right click on a Sight Ward will convert it into a Vision Ward(cost 50g per conversion, converting another sight ward will destroy the previous conversion).

"Emerald SightStone: The current live Ruby Sightstone."

Explanation ::: I see a lot of support these days having that one item slot always being open, and they can never finish their 6th item. The reason they have to do this is because they always need space to provide the team with a pink ward. I find this absurd (wildly unreasonable), players should have the choice and pleasure of building that 6th item either to help themselves or their team. I see a way around this by having an upgrade to the Sight Stone(s). Changing it to Sight Stone - Emerald Sight Stone - Ruby Sight Stone. Change the name of current Ruby into Emerald and have it upgrade into a NEW Ruby Sightstone with {stats} 650 HP Hold 6 charges of Wards and the option to upgrade a sight ward INTO a VISION ward for 450 GOLD. The way this works is when you place a sight ward down, you can double right click the ward and turn it into A VISON/PINK WARD instead FOR 50 gold per upgraded greens to pinks. Having this one called Ruby because it can place a pink ward (which is close to ruby) and emerald because you can place more green(emerald) wards. This way supports can buy a late game 6th item without worrying about not having pink wards.

The Pink Trinket will still be viable because most support goes Sweeper anyways and Top or Mid Laner can always purchase the pink trinket if they are needed instead of buying pinks for 100 gold every time.

Spirit Stone Rebirth

Spirit Stone: Cost: 400 (built from - nothing) Stat: 15+ gold upon killing large monster. Unique Passive: Against monsters, deal 10% bonus damage and restore 5% of damage dealt as health and 3% as mana.

Upgraded Smite (Spirit Stone): Cost: 850 (built from Spirit Stone) Stat: 30+ gold upon killing a large monster. Unique Passive - Against monsters, deal 10% bonus damage and restore 5% of damage dealt as health and 3% as mana. Deal an X amount of damage (base on x %AP) on hit and reduce non ultimate spells by 0.5 per autoattacks.

Magus: Cost: 2250 (built from Upgraded Smite+Fiendex Condex) Stat: 80AP 20%CDR 30+ gold upon killing a large monster. Unique Passive - Against monsters, deal 20% bonus damage and restore 6% of damage dealt as health and 5% as mana. Deal an X amount of damage (base on x %AP) on hit and reduce all spells by 1 per autoattacks.

Runeglaive: Cost: 2250 (built from Upgraded Smite+Sheen) Stat: 55AP 10%CDR 200Mana 30+ gold upon killing a large monster. Unique Passive - Against monsters, deal 20% bonus damage and restore 6% of damage dealt as health and 5% as mana. When auto attacking a monster, deal an X amount of damage (base on X %AP) on hit and reduce non ultimate spells by 0.5 per autoattacks. After using an ability, your next basic attack deals 100% base AD + (30% AP) as bonus magic damage. And increase champion's attackspeed by 40% after proc for 2.5 seconds. Versus monsters, the empowered attack will also restore 8% of your missing mana and bonus AOE magic damage.

Explanation ::: That we should bring back "Spirit Stone" as the starter for "AP junglers" { http://leagueoflegends.wikia.com/wiki/Spirit_Stone }, that will be built into the jungle(smite) item along with hunter machete. Unlike the previous version of Spirit Stone, I say make it a stand alone item that is built from nothing. [Changed] 700g to 400g Since AP junglers needs a way to have their AA to have some kind of value to them to become decently viable_, stonewall thought of the idea to having their CD reduced per AA when hitting a monster. My idea is that every AA against monster should also deal a SMALL percentage of magic damage by off AP AND reduced the CD on spells by 0.5s per AA. This way AP jungler has a way to sustain damage while value the AA to decrease the CD on their spells (which makes their jungle clears alittle bit easier). With the reduced CD even "Tear of the Goddess" Junglers might even become more viable.

Quill Coat Rebirth

Quill Coat: Cost: 400 (built from - nothing) Stat: 15+ gold upon killing a large monster. Unique Passive: You gain 30 HP/5 and 15 MP/5 for 5 seconds whenever you take damage from a monster. Shield (120) that persist everytime champion returns to base/fountain, shield only procs/activates when attacked by an enemy champion. When shield is broken the champion recieve a 6% movement speed increase.

Upgraded Smite (Quill Coat): Cost: 850 (built from Quill Coat) Stat: 30+ gold upon killing a large monster. Unique Passive - You gain 40 HP/5 and 25 MP/5 for 5 seconds whenever you take damage from a monster. Shield (150) that persist everytime champion returns to base/fountain, shield only procs/activates when attacked by an enemy champion. When shield is broken champion recieve a 6% movement speed increase and an AOE slow around them for 1.5 second. Every 4th auto attack against monsters deals X damage base off champion max %HP.

CinderHulk Cost: 2250 (built from Upgraded Smite+Bami's Cinder) Stat: 300HP +30% Bonus HP 30+ gold upon killing a large monster. Unique Passive - You gain 50 HP/5 and 35 MP/5 for 5 seconds whenever you take damage from a monster. Every 4th auto attack against monsters deals X damage base off champion max %HP. Deals 15 + (0.5 × level) magic damage per second to nearby enemies. Deals 100% more damage against monsters.

Juggernaut Cost: 2250 (built from Upgraded Smite+Kindlegem) Stat: 400HP 30%Tenacity 15%CDR 30+ gold upon killing a large monster. Unique Passive - You gain 45 HP/5 and 30 MP/5 for 5 seconds whenever you take damage from a monster. 85+ MS when not in combat (against champions). Every 4th auto attack against monsters deals X damage base off champion max %HP. Active: Place a ward for 120 seconds. Stacks of 2 charges every 185s.

Explanation ::: Quill Coat will make tanks jungler more viable in the early game because their AA are insignificant { http://leagueoflegends.wikia.com/wiki/Quill_Coat }. Giving the tank junglers a way of sustain when being attacked over attacking. [Change] 700g - 400g. Removing the armor component and thornmail effect (because of the reduce cost), replace it with_ a shield every time the champion backs to base that can only be proc when attacked by an enemy champion and that every 4th AA will do damage base on champion MAX HP_ against monsters only. This way tank junglers are_ less prone to invasion_ while keeping decent damage to monsters with their AA when building HP. Keeping the shield UNTIL the smite item is upgraded to its final form. With these changes, tank junglers will be more viable because players have attack speed marks with tank junglers anyway which compliment the new passive. They will also have a more vary path in terms of jungle items. Suiting it to their gamestyle and game enivorment (what they are up against). Tank junglers like (tank) Udyr and Maokai would rather have the Tenacity and MS because they already clear the jungle pretty well. Or you can have Volibear who wants ALOT of HP to do more damage with CinderHulk.

Sated Devourer Changes

Sated Devourer Cost: 2250 Requirement: 20 monster stacks Stat: 50% Attackspeed 20+ On hit TRUE damage 30+ gold upon killing a large monster. Unique Passive - Every other basic attack will trigger a phantom attack that triggers all on hit effect a second time. Deals 45 magic damage to monsters on hit over 2 seconds and gain 10 Health Regen and 5 Mana Regen per second in combat with monsters.

Explanation ::: Now in general talk about jungle items, I think Sated Devourer is too strong atm, the fact that it does a total of 60 magic on hit on every AA makes it ridiculous if you add in all the other champions that can use it. I think it needs a small nerf/buff reducing the stacks to 20 so they it makes it faster for the jungle to stack them while keeping the damage minimal so its easier to handle them (40 magic damage on hit on every AA). When we have champions like Kayle, Shyvana, Udyr, Master Yi with this new item, giving them an EXTRA 30 magic damage on every AA is a bit much imo since they already have good attack speed with decent burst (not to mention they are good tank killers). Reducing it to 20 extra magic damage on every AA will help keep their damage in check while giving them have a faster powerspike. But to make it still viable against tanks, instead of 20 extra magic damage.. convert it to TRUE damage instead (unless that is too strong).

Conclusion

Sightstone gets a buff and now support can build their 6th ITEM!!

ER receive buff to more it more distinct and more of a niche item, and statistically more attractive for players. For champion who prefer the mana and CD from this item.

Attackspeed AP central champions now have more items to rely upon than straight up AP burst. With the help of items like (these items) Nashors Tooth, Runeglaive, Wits End, or even SatedDV. Giving more champions more options on which kind of style they want to play. Magus will be a return item to help PURE AP champ, since the passive also reduce the CD on ULTS by 1 WHOLE SECOND each AA. It will make AP ult focus champions much more viable in the jungle to compare with the more early game focused spellwaiving AP champ with runeglaive.

Sated Devourer receive nerf because of how overbearing it is on alot of champions, and that all the new AS items will now help Sated Devourer AP/AS users. This will help raise of more champions in the jungle and more diversity while keeping SD currently in check. Tank junglers get the help they need in the early game and give them more option towards the mid-late game. Helping them with the type of gameplay they are more suited to or want to play against a certain team comp.

I like to brain storm ideas because this is the game I love and I hope one day we can all make this game better and balanced; more enjoyable and less toxic. So feel free to tell me how you think of these ideas or how to make it even better or if its even viable at all.

14 Comments

Prospector Pete1 votes

tl;dr warning

EDIT: But seriously, good job. I like some of these changes.

Rain NT1 votes

Haha thankyou

Erockandroll1 votes

Honestly I like the Season 5 changes to the Jungle items. I REALLY, don't like the idea of bringing back spirit stone or quill coat. Particularly since the Spirit stones items Grossly favored, the fast clear Junglers. But the new Jungle items are more transparent, and allow more options for new Junglers. Also said transparency really means that we really don't need that many different Jungle items. It may sound harsh, but we shouldn't be going backwards.

I don't see any buffs happening to sight stones, really. Mostly because you can't buff them, without making them even more mandatory. God forbid if it was slot efficient enough for a solo laner. Yet at the same time, it less necessary because of the new trinket Upgrades.

I recalled that they tried to fix Essence Reaver using a new component item which they called soul sickle. But it sounded like it they washed it cause why? apparently because it actually fixed the problem it had with ER. (a early game solution at a mid game price.)

Rain NT1 votes

I dont know I feel that the jungle CURRENTLY after all the jungle changes this few patches, theres only a few decvent (not even completely viable) junglers in terms of AP in the higher level of the game. And the different with this spirit stone is that is COMPLETELY AP centric so AD champion cant used it because it will force them to build AP. So even if its fast clear jungle, atleast its AP fast clear jungle which we really dont have atm.

https://www.youtube.com/watch?v=zWJnA8VkAsE Stonewall (diamond, so not just some random commentary; and where I got the base of the jungle idea from) and alot of players that I know agree that the jungle items atm are right now flawed and the issue is clear. Even Riot Phreak Riot Kobe and Riot Zirene (not to mention all across the world) said they are not to fond with these new jungle changes.

And about the sightstone, it is already mandatory for primary supports. So this will just help them get another item instead of wasting that slot on pinks because they cant get trinket pink upgrade cause they are majority of the time forced on getting sweepers. Even in the LCS games there are less wards later in the game because everyone has sweepers, its almost mandatory to have sweepers late game. So this will help support get their 6th item at the very very late game.

And ER, I dont know what they are doing. They put a solution and then take it away..

Rain NT1 votes

bump, upvote so riot can hopefully see if you agree on these ideas

Rain NT1 votes

Been awhile since I've bump this soo.. Bump

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