Moonflair Spellblade should be in Summoner's Rift. Change my mind.
is a very nice item with a pretty icon.
is a very nice item with a pretty icon.
'Giving tank oriented mages a valuable defensive item? NOT ON MY RIFT!' - Riot Games
are a thing, don't know why this one shouldn't
A world where
exists on the rift...
As a
player, I want that world to be reality.
looks like a great AP bruiser/tank item.
But I dont want to change your mind.
There's a lot of items I'd like on the rift that are either in other game modes or removed now.
Wicked Hatchet, and by extension The Lightbringer, being one of my favourites. The Lightbringer would grant more crit itemization and perhaps even make crit ADCs viable again. It'll also allow ADCs to have vision for themselves, so they don't have to rely on their support for vision so much. We can make it ranged only, if abuse by Tryndamere and Yasuo becomes an issue.
However, I will 100% agree that Moonflair Spellblade should be on SR.
Not only is AP itemization very limited, the options for an AP bruiser are even more limited.
I'd like to be able to build it on someone like
for example.
You want a broken item added to Summoner's Rift, how is anyone supposed to change your mind? For people that read my reply and might not know what Moonflair Spellblade gives:
50 AP 50 Armor 50 Magic Resist 35% Tenacity (not that tenacity matters nowadays, just wanted to give a complete insight)
All of this for...... wait for it ..... 2400 gold!
This item gives a retarded amount of stats for its price.
I’d rather see defensive stats moved away from all damage items. Imo one should pick between damage and survivability. I’d love to see adcs and mages buy a tank item on their last slots. It may even fix some of the damage creep.
"Give mages armor options other than Zhonyas and nerf this assassin meta? NOT ON MY RIFT!!!" - Riot
More tenacity? We already have
. Isn't that enough where every played champion has cc and getting caught by any one of them means death?
Yes plz, Mages shouldn't be squishy. They have the less mobility or survive abilities in this game. Also the lower base movement speed too.
Item like that will help them a lot Because they won't forced to build
together to survive against both of ad and ap damage,
And the tenacity passive since every mage "ap champion in general" forced to build
this season, Because the lack of magic pen in the new runes system.
Side note : I don't think this item will be broken or game breaking, Because it gives no mana or cooldown reduction. So it's not a good starting item for most of mages. but it needed to survive mid game champion (most of them are meta now btw).
this guy will be very cancer 
It'd be pretty nice on
, a bit of AP, a bit of damage resistance since he normally gets a few HP items anyways, and tenacity which would be really good because slows gut his ability to chase and deal damage
It would make the game more fun if they added removed items and just balanced them
I think with some number/cost tweaks for SR, that would be an awesome idea.
didnt this item give like 50 ap/amror/MR+tenacity? i remember getting this on singed all the time in dominion in season 2/3
Change your mind? Sure.
What is the difference between ranged and melee champions? Ranged champions have access to a strong safety net. They can clear minions and attack enemy towers from a distance, allowing the player to quickly kite back if anyone tries to approach him and get away unscathed. The difference between melee and ranged champions is so staggering that even a full AD melee champion can only hope to split push a side lane and maybe sneak a second tier tower while marksmen have been required in the game for seven years and only recently have stopped being 100% pick for both teams.
Range is an incredibly powerful tool. It is under rated by those who have it, but those who do not recognize the absurd power of range in a champion's kit.
Assassins do not have range. Divers do not have range. Therefore, they need higher base stats in order to allow them to survive properly when they are approaching an enemy and when they are being kited. If they do not have higher stats, the mage or marksman will simply kill them as they try to close the gap.
In the same vein, mages and marksmen must have very weak stats. A diver or assassin spends about five seconds properly approaching and closing the gap on a mage or marksman, and then the mage or marksman can still use Flash or some peel and kite back further, which requires further gap closing on the diver or assassin's part.
If the mage or marksman not only has access to ranged kiting and escapes, but also high health armor and MR, there is no chance for the diver or assassin to kill them.
More importantly, why should the mage or marksman get BOTH range AND high stats, while the melee champions get only high stats? If you wanted to do this, you would either turn the game into an entirely ranged champion game, as there is no benefit to selecting melee champions, or you would need to increase the durability of assassins and divers even further, as they would need to live even longer in order to kill the more durable mages and marksmen.
Assassins and divers are SUPPOSED to kill mages, that is their primary job. Why should Riot make that more difficult for them while not impacting the mage's offense?
If a mage player wants to be durable and survive assassination, they can build
or
like everyone else. You don't get to have offense AND defense at the same time. (Except you do.
).