This Idea to help with Item Balance (for Scaling items)
hear me out this idea is meant to compliment League's item model:
Have it so that
and other high scaling items like maybe
and
(the latter two a little less so)
have their cost change/fluctuate based on how many items you already purchased that will scale with it.
Upon purchasing the scaling item, subsequent items with stats that scale with it will have their costs increased. In the scaling Item's description it would mention this.
Pretty simple, no?
So cost of
might increase a little with every extra armor item already equipped be it:
(Excluding the ones you mean to use to build
of course).
In the shop before buying say
it would say the cost ranges from anywhere between say ~3400g to 3900g, and it's current buying point.
Now I was thinking passed a certain number value there could be a parabolic curve to further increase scaling costs if you stack too much. this would be advanced. It would be minimal however. On the whole things will remain very cost effective.
The players needn't worry about the costs and the formula, point is it will work better, help with itemization balance for all roles. A lot like how lethality is better now even though it's more complicating to learn, from a gameplay perspective all you need to know is how it generally works/when to buy it.
this parabolic curve could justify also making the scaling items a smidge more affordable to start with. this is tricky though since you want to push the power spike a bit further. then again if you want to scale a lot with it you will need to pay a bit more too.
The cost need not end in a round numbers and thats what allows us to give the item rounded stats. look at
, it costs 3733 gold.
On another note:
what is helpful about this idea is that for heroes that do not want to pay a premium of 2800 gold for
because now these items are pretty much limited to I.E. builds only.
after all why go
... when you can get the new** Stormrazor**.
Stormrazor is a cool item i'll give it that.
I'm a little sad this will likely not be used as much (or maybe it will maybe I.E. is just that strong scaling wise - though this is why balance is screwy imo because when you have 20% excess crit and the item is still viable you have to wonder how that can makes sense, it's pushing it like I could see breaking even or a tiny bit higher with non scaling items, but given the build cost it does not sound worth while).
With the changes to I.E. I wrote below this could remain a good option for vayne. it will also solve demand for being able to run 100% crit.
:

**I.E. PASS 100% CRIT PASSIVE: ** The current I.E. is a little too straightforward. It also makes going double crit items less useful since you reach 120% crit chance. New Passive idea: When crit chance exceeds 100%, surplus crit chance gives bonus movement speed but only if when your back is turned away from the enemy. For every 10% crit chance surplus gain 3% bonus movement speed (cap at +6%ms?) while your back is turned from the enemy.