Infinity Edge Balance Change Idea

Stacona··1 votes·1,124 views

I have been noticing that Infinity Edge is a little good of an item on its own and Infinity Edge marksmen are being a little too bursty, creating a ranged assassin with sustain damage. So this is not so much about nerfing marksmen damage, but delaying their damage so they are re-focused as sustain damage dealers and require bombarding their attacks on a focused target.


IDEA:

Infinity Edge: Recipe: B.F. Sword (1300g) + Pickaxe (875g) + Cloak of Agility (800g) + 625g = 3600g [+200g more, the item is a multiplier like Rabadon's Deathcap, so it should be the same or greater price than it considering it is the same more powerful than deathcap.]

Statistics: +70 Attack Damage +20% Critical Strike Chance +UNIQUE Passive: Every 3rd basic attack against the same target deals 0%(+100% per 100% Critical Strike Chance) increased damage.


So what this does is makes the big damage delayed and since 100% or very high crit chance is a lot easier to obtain allows for the big damage to always happen a second or two after the first attack. This mechanic also tones back on RFC and Shiv's burst as well since the bonus damage is a proc effect instead, offers more gameplay to the item's damage. The damage increases all of your basic attack's attack damage, so multiplies with critical strikes.

An example comparison at 100% crit chance between this version and current Infinity Edge: 250+250+250 vs 200+200+400

So the damage ends up being 750% vs 800% with a 3 attack chain, so a very small buff overall, but how the damage applies in a less upfront bursty manner. Keep in mind this is a late game value where the marksman has 6 items, so that means values below 100% crit chance is a damage nerf when the attacks do not all crit.

This also brings up the damage floor slightly since the increased damage applies on non-crits as well and skill expression of the marksman a little more as they are playing around 3 attack procs against the same target, demanding the player to focus down a target (tanks) and not just doing crazy amounts of damage for attacking anyone at anytime. And yes, this damage increase applies to Runaan's Hurricane's attack targets as well, the mechanic is not like Vayne's Silver Bolts and last on targets for x seconds so attacking the target refreshes the duration until the proc goes off.


This is just one idea out of many. But a shift in how marksmen deal damage, especially with Infinity Edge, is needed and making Infinity Edge an item that requires other items with it to function well.

6 Comments

nelogis2 votes

GP and crit Jhin are destroyed.

You need to keep in mind that some champions use a single attack that bursts. They can't afford to hit the same guy 3 times.

I think this would just create more collateral damage than actually repair damage.

Just revert the buffs to IE / ER / Zeal items from patch 6.12 and patch 7.9 These buffs aren't needed anymore.

Stacona1 votes

I am fine with this. Crit should be made less bursty.

ViciousSummoner1 votes

Let's balance crit by giving crit more damage! https://i.ytimg.com/vi/eeEyVZiVW_M/hqdefault.jpg

Stacona1 votes

Not the case, as if you read the post you would know this. In a very late game scenario you get +50% more damage as you do now, but the damage is back ended rather than front ended and gets the user to commit to their target, a lot more balanced.

Crit system does need a rework, but this is to specifically address Infinity Edge being a problem right now. It does create a minimum damage increase however even if the damage does not crit, but you can play around a 3 hits proc, where as you cannot play around a crit at all. The damage does multiply with crit damage so you want that proc to also crit. Infinity Edge by itself does +20% increased damage, so the 3rd hit proc does 240% damage if the attack crits from 250% damage, just a straight nerf and only the 3rd hit proc does increased damage.

ViciousSummoner1 votes

I literally thought you wanted to stack a bonus damage effect on top of IE with 50% crit dmg...

You could've worded it much better:

Unique Passive: Every 3rd basic attack against the same target deals bonus physical damage. Bonus damage = Total AD x (Critical Strike Chance/X)

-The passive that you suggested just wouldn't sit well with people. This one makes it so that the damage curve is there but you don't have a dead item for 20+ minutes.

If you had done something like this then yeah, it would've been way more clear what you were trying to aim for.

Freewalker1 votes

What if the extra 50% damage was dealt over 3 seconds instead? It wouldn't stack, either.

More from Gameplay

More by Stacona