Champions/Items to look at

IArs3lynI··8 votes·1,400 views

Hey, this is arselyn here wanna talk here about a few items and two champions that can be in discussion here. What im hoping is to bring feedback and some ideas for what we can do for those items/champion

-----------------------------------------------------------------Master Yi---------------------------------------------------------------------- Master Yi has proven time and time again that he can be a late-game god with the right hands, however when it comes to helping out with his team he highly depends on gap closing with his Q and red buff and the team CC. his Ult gives him too much attack speed, more than necessary, his slow immunity isnt affecting the slow cap, and his W is rarely used in the right situation.

Goals:

  1. Change Meditate into an ability that gives a "Soft" defensive power, can apply a small short soft CC, still, give a small sustain through battle and allowing him to fight in combat with W active
  2. Reduce the attack speed slightly but increase the power of slow immunity so he can get the full movement speed burst in profit
  3. reduce his late game spike, increase his early game ganks potential

-----------------------------------------------------------------------Items---------------------------------------------------------------------- some items are very strong, however hard to use a lot of times in the early stages of it, we should lessen the reward early game but guarantee that late game power spike power at a much steadier pace instead of risking so much to get it to it max potential

Manamune/muramana items had been hard to let other champions use it (due to the unique rewarding for mana/AA champion use, which is only up ezreal's ally way) I want to find ways to keep the "weak early game" into a "big profit late game", wanna look into csing power with this, or maybe "combat time" type of deal, wanna keep the profit of mana refund but still shows that on hit much better and be more flexible for other champions to take it but make it less punishing and less time consuming

Unholy Grail is strong in plenty of champions but is hard to use, if you wanna poke more go with the Ardent censer, gives almost the same amount of power but becomes less of a hazard to get hurt. due to movement speed. buffing Unholy Grail will most likely nerf it in the end. thus changing the build should be a good choice. maybe do the path below to make it better, be a bit more expensive but can work, also nerfing the Premitigation to "15% -25%" can help it not be too strong in the early game, meaning required to poke more to make the profit good for your fellow Carry

Ohmwrecker was a great item til armor outshines it, now it became the least used item in the game. looking to change the name and maybe make it have the use for allowing allies turrets to "promote" for a short duration, helping with CSing and protecting players under the tower. (immunity to death?)

Goals: 1Help each item grow to be more flexible for allowing other champions to take it, without a fall back to it.

2Make each item gain profit more easily but reduces their early game power potential (Ezreal spamming that Q?)

------------------------------------------------------------------Teemo-------------------------------------------------------------------------

Teemo has aged a lot, rarely picked champion but a lot of players has this "love-hate" relationship with him. his lore is foggy and needs to be enlightened more, he needs love, perhaps a full in-depth rework, transforming him into what he truly is. at first, glance, if you're his friend, he will put joy and happiness in your face with the power of the scout code, but if your an enemy, he will show you no fear, he will show you true pain with his trusty poison darts. What I'm hoping to see is allowing Teemo to have this multipersonality champion, a champion with the same in-depth style of ability as Jayce, allow his ultimate to switch his personality. I haven't gotten in depth but with two different personalities will allow him to have 2 different passive and 2 whole new abilities for players to mess around. he can be that Joyful Teemo, helping others and setting up traps, or be this edgy dark side Teemo, that make your enemy fear him the most. I'm really stoked to hear what you guys wanna say in the comments about this.

----------------------------------------------------------------Questions----------------------------------------------------------------------

Q: How would i get you to comment on my feedback?

A: Just comment, and you might hear me in about an hour, if you want me to comment sooner, please organize your feedback towards a subject so that way I don't have to figure it out by myself (if it complicated)

Q: why do you want to see their changes, most of these champion/items work just fine as they are.

A: League of Legends always changes no matter what we say, it what makes the game great, honestly it what make this game greater, they slowly learn more and more about us players and firm decision on what they wanna do make good. whether players hate it or love it, each feedback, each game, and each report helps Riot understand more and encourage them to make this game become better with one step out of time. And even when they screw up they find ways to make it better, even if it takes them longer then usual, remember they have a life too.

Note: more questions will be added when I see one in the comments sections ------------------------------------------------------------------Ideas---------------------------------------------------------------------------

Master Yi New W: Grants a small Aura that reduces damage from any source (excluding true damage) for a short duration. while the W is active any attack to an enemy champion, large monster, or epic monsters will stack of "Chakra" to a max stack of 5. at the end of the stack re-activate W to absorb the aura, gaining back a certain amount of hp (scales with damage dealt) and sets out an explosion of magical damage that slows all enemies in a small radius.

If the stack isn't full then the radius is reduced more and slow is less powerful and cant be activated until after the duration has run out

Unholy Grail: Build Cost - 2700

Build path change-

Aether Wisp - Forbidden Idol - Chalice of Harmony + new Unique passive - 5% movement speed new unique passive - 8% healing and shielding unique passive - Dissonance nerf unique passive - gain 15% - 25% of the premitigated damage dealt with to enemy champion as blood charge, up to 100 - 250 max, healing or shielding another ally consumes charges equal to 100% of the heal or shield value. healing them for that amount

New name: Ohmwecker to Ohmdefender Build path change Chain vest - raptor cloak + 950 G Stat: 125% base health regeneration 70 armor UNIQUE: Targets an enemy turret to prevent it from attacking for 3 seconds (120-second cooldown). This effect cannot be used against the same tower more than once every 8 seconds. Newunique active -Omega Clap - turret gains a shield for 5 seconds with small AoE burn damage to all minions, while active user champions under this tower gains "might" and All Gold gold gained by the tower goes to the champion who promoted it. (120-second cooldown) Might: gains 40% tenacity, 300-600 hp, and 30% damage reduction for 4 seconds (might be 5 tbh) UNIQUE – POINT RUNNER: Builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets and Void Gates.

I don't have a full idea for the manamune/muramana but I was thinking of having the same effect as legends, maybe even building off culls as a bigger profit if you love on hit, this can help maybe but I never had a deep thought about it. Feedback anyone?

If you have any ideas please comment it and @me so I can spot it quicker. this will help me with the "Edit" spot more, ill leave your name on there for credit.

This is Arselyn, saying my thanks to everyone who read this and have a wonderful day

Edited date of 5/26/2018: Here a fresh idea for Manamune

Cull + Recurves bow + Pickaxe + G = (new name)

Stats: 35 AD 25% attack speed

Unique effect Life Drain: deals 25 magic damage on hit and heals the owner 25 on hit hp if below 50%

Unique effect Legend : (acts much like the rune) fills up a bottle, each bottle increases the power of the user by 10 physical damage on hit up to 10 times. (If Cull was deactivated during this time before upgrading to this item then it starts out with 2 stacks instead of 0) once fully stacked, the bottle is then consumed and transforms into (newName)

(New name, aka Muramana)

Stats:

50 AD 40% attack speed

Unique Effect: Essence Drain: Deal 100 magic damage and heals the user by 50, if below 25% double it

Unique active: drain 50 ( 150% BAD) magic damage over 5 seconds

Master Yi: Yi shouldn't be a crit champion, it makes him too squishy and too strong at the same time, with the new patch coming in, the lower ranks will rise too quickly with no problem if they have played master yi for some, with it, he shouldn't be, he a speed champion not a burst champion. the change is as follow

Q - Alpha Strike Mana cost - stay the same

The critical damage being removed

E Wuju style - Passive changed from 10 total AD to 15% bonus AD

R Highlander the move anility it now brings reduces the attack time and continue the battle on them so be li got to done dup doing

4 Comments

Jabbers1 votes

Very unique and creative ideas, here is my feedback.

  1. Requested Change to Master Yi ult "Reduce the attack speed slightly but increase the power of slow immunity so he can get the full movement speed burst in profit"

His ult prevents him from being slowed, he is 100% slow immune, how do you power his slow immunity? Make him move faster when hit by a slow?

  1. New Chakra W for Yi

"Grants a small Aura that reduces damage from any source (excluding true damage) for a short duration. while the W is active any attack to an enemy champion, large monster, or epic monsters will stack of "Chakra" to a max stack of 5. at the end of the stack re-activate W to absorb the aura, gaining back a certain amount of hp (scales with damage dealt) and sets out an explosion of magical damage that slows all enemies in a small radius. If the stack isn't full then the radius is reduced more and slow is less powerful and cant be activated until after the duration has run out"

So, he can move, he can use abilites, he can auto, he gets a Xin Zhao ult (minus true damage), he gets a small Righteous Glory at the end of the ability, he regains health, what is the downside of this W? Is it extremely high mana cost? Because this is basically a more busted AOE version of Irelia's W mixed with a Xin Zhao ult and a Righteous Glory active.

Also, immune to everything except for true damage? There are only 12 champions that can deal true damage pre level 6 (Master Yi being one of them) 15 at level 6 and 16 at level 9 (this is the earliest possible time Syndra can max out her "W" for the true damage bonus, so if she leveled up her abilities in the standard way (leveling ult at levels 6, 11 and 16), she could only get this true damage at level 9, 13, or 18). This means that below level 6, less than 10% of ALL champions can deal ANY damage to Yi during this ability duration and at most, only 14% of ALL champions could damage Yi during this duration, this is extremely powerful. It would need to be an extremely high mana cost and have a very long cool-down for use, this would most likely be the ultimate ability for a champion rather than their W.

There is only one other ability in the game that neutralizes all forms of damage and unlike this proposed W idea, it also negates true damage and that is Kayle's "Intervention", an ability that is an ultimate and has a cast animation and only lasts 3 seconds at max level, only a half second longer than the duration of Zhonya's Hourglass. The reason why this ability hasn't been nerfed anytime recently is due to the fact that this is the main utility of Kayle and is what gives her the opportunity to makes tower dives to get ahead in lane or keep the ADC alive, she's an AP/AS utility mage.

  1. Muramana

"Muramana -

Stat 65 AD 25% attack speed 40 life on hit

Unique Active - Super Charge - Spend 20% and gain attack speed equal to a (percentage of mana spent) and increase life on hit to 60 on hit against an enemy champion for 10 seconds (Cooldown 100) (rate being, 1% per 100 mana spent) Unique passive – SHOCK: Basic attacks and single targeted abilities against champions (on-hit) deals 3% of your maximum mana as physical damage"

It's nice you want to show some love to Muramana but these changes don't really help it. Especially the Supercharge passive.

Persay you hit level 18 with the highest mana growth champ in the game (Ivern, who wouldn't build this item anyways but let's entertain the idea) at 1470 mana and build full mana items with this new muramana idea, let's say you build six manamunes, for a total of 6,000 additional mana.

This would bring your mana pool to a total of 7470 mana. 20% of this would be 1494 mana, the most attack speed that could be gained is 14.9%. (at the ratio you provided, 1% attack speed for every 100 mana spent at the max cap of 20% mana)

This is .1% less Attack Speed than the item "Zeal" which only costs 1200 gold and gives crit chance and movement speed. Now let's take a look at how expensive it would be, 14.4K gold, this is typically an advanced late or end game gold amount, meaning that most players will never reach enough gold to even get to this point, let alone have enough time to stack 6 different tears sequentially.

This item would be disadvantageous for anyone it would slightly benefit and the power to gold cost is extremely poor, even with the on-hit effect proc of 60 health regained, most ranged champs would prefer Blade of the Ruined King, Death's Dance or Bloodthirster for their sustain amounts over the Muramana.

Now, I'm not going to give feedback addressing the downsides without presenting a possible solution, for Muramana, maybe something such as increasing Attack Speed for every X amount of mana you have up to a max cap of 50% total Attack Speed and maybe for a passive to speed up the stacking of the tear, if an ability/auto hits an enemy champ or enemy AI e.g. Annie's Tibbers, Morde Ghost, LeBlanc decoy ghost, Shaco clone, Ivern's Daisy, Malzahar's voidlings, then it gives bonus stacks to the mana for manamune.

As for the Unholy Grail and OhmDefender items, I believe they're not half bad ideas, however, Unholy Grail still isn't built simply because it doesn't buff attack speed or movement speed of those the shield is casted on like Ardent Cesner nor have an AOE heal like Redemption. It is near exclusively a utility mage support item and unless it could do something more noticeable such as giving a small burst of movement speed to those the owner heals/shields, reduction of damage on the heal/shield target for a short duration, or have something that more directly buffs the damage output/ nerfs the damage put on the ADC, it will be ignored a majority of the time in favor of Ardent Censer/ Redemption.

OhmDefender is a unique idea, might give rise to more popularity of Azir in the mid lane if it can be cast on him, also raises the question, if an ally casts it on an Azir turret, it is default for Azir to get gold for units killed by his tower, how would the gold be distributed? But the one downside to this item is that it is strictly used in defensive situations and has virtually no offensive capabilities ( exception to it is the empowering a turret raised by Azir on the enemy side of the map for sieges if the item were allowed to be used on Azir's Sun Disc turrets).

Other items in the same category of Ohmwrecker are Zz'Rot Portal and Banner of Command, they can be used both on attack and defense, they create extra lane pressure, something that is all around useful.

I'd argue that Ohmwrecker is better as Ohmwrecker than Ohmdefender because it has both offensive and defensive abilities, Ohmwrecker can be used to deny turret gold or to save a turret just long enough for reinforcements to arrive and to even out a fight and possibly turn it. It can also be used offensively for 5 man ganks in order to save allies from lethal turret shots and to allow for ganks that get kills and as soon as the Ohmwrecker duration is done, also a free tower, it can also be used to shove a wave and clear minions without turret being able to push out as much, allowing the wave to crash on the turret.

Well, I appreciate the time you took to write this article and hope you take the time to read this. I believe you have wonderfully ambitious ideas for League of Legends and I hope that you prosper and learn on your way to Challenger.

GL and HF,

Jay Zenith aka Jabbers

IArs3lynI1 votes

Let us talk about this from a summarize idea, since you took all this information and jot it down into this I really am grateful that you come and texted me all this information. I'll lay them out in the category and explain to them as followed

  1. Manamune/Manamura What I'm trying to do is make this item a more versatile version of manamune, still giving sustain and on hit, but make sure it less hinder about making mana mandatory item, since there isn't really any AD mana champion that makes this item used in the early game besides ezreal who is a special champion. My goal is to remove the idea of "Mana Exposure" and work more like the rune "legends". With that in mind, I did edit the Post offering a different Angle so that Manamune isn't so "mana Dependent" anymore, and instead of the item being "Range only" I want to make it so that if your A champion that ability that procs on-hit effect, then you should take this Item as an option if you are planning for late game, when you build this item, your agressiveness should be lowered but inexchanged, once it fully stack (hence, Muramana) you can use all that patient to use as a reward and scale harder into late game. I already made a decision that mana isn't necessary and thus shouldn't have any ability that helps with mana, Since Ezreal doesn't need to use his Q to safely farm, he just uses to cause of the "Mana Exposure". You may Argue that Blade of the Ruin King is the better choice here (even though i re-edit it not too long ago) this is sap damage, which provides dealing almost like true damage, which is why I made sure it not that high, but still effective in the late game with champion that is high in armor, this item can make sure you can guarantee life steal in a certain amount

  2. Master Yi I look at his W saying it needs change cause it affects his playstyle as a Jungler, My goal was to make his Damage Reduction much lower in Exchange to give him a slightly better way to regain HP and have some type of slow to allow team to follow-ups for ganks, late game the damage reduction will definitely be hit hard since it will only be 10-30% instead of 50-70%. This will in-exchange make him less tanky to counter ganks, but if he fights back, it will reward him with regaining hp and a good slow. My goal was to make sure he is still a champion that gains reward much like what Fiora and Yasuo from playing their roles. Lets take Fiora for example, with her Parry ability she can slow anyone in a straight line, it also helps nullify damage (but that beside the point), not only does get a small slow, but if she plays her Parry right, she can get a better reward, which gives her a stun instead of a slow, this allows her to make better plays and outsmarting her opponent. With Yasuo as another example, it requires knock up ability, to get that sweet 50% armor pen he has, but he cant get it off he won't deal nearly as much damage as he would, if he doesn't get his ult off, he will most likely not get a killed, this does include if they are not fed and is fighting as an evenly match up, no counters or such. About his ultimate, it may say it immune to slow, but it not really, and no it not a bug, it an actual mechanic. after hitting a certain amount of movement speed, there a certain "soft cap" to movement speed. in truth of the matter once he gets his ultimate, he already passes the movement speed cap and begans getting a slowed by that mechanic, I want to upgrade the slow so that it will be immune to the mechanics of it downfall during the ultimate

  3. Unholy Grail This item overall is a great item, no joke about it, it is really good at it job, dealing damage and gives heals to allies as a profit, I want to identify that more but still it was it less over-tune, reducing the amount of preminigated damage and increasing the overall amount you can have by giving the increase heal and shield will be much more showing, plus giving the item the additional movement speed will make it so that this item can make good plays more consistently. My Goal is to make the item have more power in the late game, to increase the consistency of the item usage, and to make it less profitable from just one ability

  4. OhmDefender Thanks to ZZ, rod, Banner of command, and Demolished, OhmWrecker is no longer need, it has been proven by pick rate and what the effects have on it, all the runes/items are for fighting against towers, and there only one champion that can defend a tower (janna), with this item it should allow not only top laner ( supportmaybe?) to take this item is mainly build for those who need to give towers some protection and cant CS with an agressive top laner (champions that has range abilities). My goal was to change this item in a different direction to allow top laner to play passively in certain situations

Transvestite1 votes

Fix Ninja Tabi, Fix tanks and Fix AD Carries.

IArs3lynI1 votes

they are already doing that, I am not planning on talkiing about this because of what is riot doing. So i cant say anything to do with it

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