The Role of Niche Items
In response to a question about banner of command on Azir, a rioter said:
The soldiers don't actually have an attack value--they scale with Azir's level and AP. We COULD have made an exception for Banner of Command, but I feel that would have made the item too much of a must-buy. For other pet champions, pets represent a small portion of their damage output. For Azir, it's almost all of his damage. --ZenonTheStoic
If this is the case, I would like to ask you why banner of command exists?
The essential problem here is that banner of command is not a generally useful item. If it offers cost inefficient benefit to most champions and only partial benefit to the champions that can utilize its minion buff (so that it won't be a "must buy") then why is it even available to buy? If a champion for whom banner of command SHOULD be valuable (thematically and gameplay wise) can't use it because it pigeonholes them into buying it, then who can use it?
Or, framed another way, if a niche item must be balanced such that the champions who use it best don't want it more than generally useful items why even have the item in the first place? If banner of command is never more gold efficient than a Rabbadon's Deathcap or a Void Staff EVEN on a champion who has nearly their entire damage output from minions, then what incentive does a champion have to ever buy it (ignoring for a moment the promote active)? This argument also applies to other niche items as well, it just happens that I have a very visible quote about banner of command.
Problematically right now, there is very minimal build diversity for a given champion precisely because of this design philosophy. Niche items are never gold efficient enough to compete with general "core" items leading to very little build diversity. This is especially bad for mages, who have 2 astoundingly efficient damage items (Deathcap, Voidstaff) and one very powerful defensive item that also offers significant offensive power (zhonyas) leading to builds that look like Boots, Cap, Void, Zhonyas, Mana Item (varies depending on champ but rarely varies game to game) and one flex slot. This problem is less prevalent in marksmen, some of whom have the option to build assassin-like (ghostblade/BOTRK) or spell weaving (triforce and possibly manamune or essence reaver) in addition to the standard late-game carry build, but the hypercarries still tend to be locked into IE/(Shiv or PD)/LW. Tank itemization is somewhat flexible depending on the relevant threats of the opposing team and the needs of the champion building them and jungler and fighter itemizations tend to mix two different types of items and are therefore quite varied.
As game designers (rioters or just forum posters, all are welcome to weigh in), what is your take on this issue? Should niche items be buffed into viability? Should more general items be introduced which increase power in different ways (liandry's torment is a strong attempt at this but unfortunately has been balanced around the existence of DOT champions and is therefore too weak to be viable on non-dot champions, just like banner of command)? Should items with strong utility (like Rylai's Crystal Scepter) be introduced to compete with the "core items" to allow champions to opt into a different playstyle? Post your thoughts. Discussion is great, even if you disagree with what I've said here (just keep it polite)
@Ghostcrawler @Morello @Xelnath @ZenonTheStoic