More depth on boots

Keasbeyknights12··2 votes·633 views

Was wondering if boots would ever be reworked to have more noticable and enticing effects?

Example:

Sorcerer's shoes Active - upon landing a spell,you gain a charge (max: 2 charges) Charges can be expended upon usage of spells to deal damage equal to a % of missing health to the opponent. The % damage is refunded as mana in proportion to the mana cost of the spell.

Analysis

Now this i am just spitballing. Adding a charge system to boots would be very trite because there is a myriad of charge systems in the game.

Theoretically this would balance the item a bit more because you would need to:

A) land spells to carry momentum B) have an opponent at close to losing 1/8 of their health

Additionally, magic penetration and movement speed would be added to this example as well

Thoughts, comments, etc are greatly appreciated

6 Comments

Chaos Milk Tea2 votes

I'm not sure if I want more gameplay complexity in boots. There's plently of complexity in other items, and I wouldn't mind if they stayed the one "simple" purchase. That said, I certainly do think they could stand to be a little more interesting. I liked the enchantment system that they removed a season or two ago. It was a simple way to let you further customize boots beyond simply going: -Does my champion move? Yes? Buy boots. -Does my champion have AP? Maybe upgrade for Mpen -Does my champion auto attack a lot? Maybe upgrade for attack speed -Does my champion stand in the front a lot? Maybe upgrade for tenacity

If boots could have a few more universal upgrades much like the jungle items, I'd be down for that. I believe that's how the old system worked, but the upgrades just weren't very interesting.

Aptest1 votes

in general, each and every item generating "extra damage nuke" has the potential of being toxic by ramping up the damage potential of mages beyond the place they should be. see "damage creep".

In addition because mages really need their damage due "one-shotting" having such a high value over DPSing, "damage boots" is a must item for any mage that is capable of reaching the one-shot threashhold. In that sense they reduce item diversity for mages.

any item that removes a champion's designed need to wait for a second rotation on their spells (see akali / gunblade interaction ) is by definition toxic.

in summary a damage spell on your boots will not only creep damage up but become a must buy for every mage. Especially if mages get reduced ratios / bases to compensate for the extra spell being available.

I feel it is much better to give a non-damaging ability. In fact, all the abilities for recent revolver items should have been with 0 damage on them. this prevents the item from becoming an extra button in your rotation and allows the mage to spec into some awesome utility / outplay instead.

Sorc shoes should be removed for the same reasons.

Bootlessly1 votes

If this happened DrMundo shoe shop would be a viable build since every boot would have their own unique abilities.

Keasbeyknights121 votes

well there could be a limit to one boot item per champ. Juts like gold and jungler items

Golden Tager X1 votes

Even though that is a nice idea for a change, cass would abuse this like nobody's business. Karth and Ryze too.

But yes, boots need to be an actual decision instead of, Am I adc? berzerker's. Am I a mage? Sorc. Am I support? Mobi. Am I top? Mercs. Am I jungle? Tabi.

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