End of Season 7 problem causing items
Regardless of whether or not they are OP are not, these items are heavily hurting the game in a negative way.
. The active is way too strong considering how good the new passive is for laning. It's a really good laning item that has an insane "teamfight" active. Why I air quote team fight is because it is a 75% active regardless of how many people are there.
is only a 40% MS boost for 3s.
is 75% for 4s with a 75% slow afterwards with the only requirement being going in. I suggest this change to
. MS changed to 20%. MS per teammate under its effect added 10%. Meaning up to 60% MS. Slow decreased to 60%.
. This item is always going to be a problem and honestly the whole lethality thing should have never been made as prevelant. The change I suggest is, after being unseen for 1 -> 1.5s and ranged damage being dropped from the current 45-300 to 40-220. Why? Because this item is meant for melee assassins not ranged ones and as we have seen
literally hit people for 1k+ with Q i think this is necessary as long as we are going to allow ranged characters to use this as most of them apply on hits on at least one of their abilities. I mean the core lethality thing is reducing armor to practically 0 why are we adding so much damage onto items if the person's armor is going to be basically 0.