item issue balance answer
hey "Riot" if you look around the board youll find a mass of complaints about them items, the damage, and the general imbalance in the game at current. Now as a long time player from about season 2.4 iv'e seen this game go up down round and round trying to balance tweak and nerf various aspects to adjust the way the game is played and i my self who has a bit of an eye for creating champions and items have come up with a possible solution here's my deduction
At current players have the potential to purchase a maximum of 6 items which assist in the general stats of a champions power or utility so i believe that a way to remedy the issue highlighted above would be to
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increase the cost of items making it a more conscious process to buy items ( this raises only 1 issue being items need to be revised and might take time before purchasing). <-- THIS can be easily remedied by knowing your character and constructing an item path before hand meaning players will have to know who and what role they are going to play before they enter a match.
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increase the amount of gold earned from monster kills and minions so to increase the importance of farming. so there's a bit more gold in game for champs to earn but only if you are good at last hitting/jungling.
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with the increase cost of items the amount of items purchasable before the game ends is reduced making it easier to tune/suppress champs damage from items.
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items should be categorized: laneing, jungling and utility this way items and their respective stats are grouped by the specific set of stats that they grant eg Ms, Ar, Hr would be categorized in jungling, As, Mr, and Ls are laning and CDR, Crit and tenancy/reduction being utility where ad,ap are umbrella stats inclusive in any item, of course the above stats categorization can be changed but the premise of grouping the stats relevant to the role is the focus of this bullet. cub groups can be created for individual lanes but that's your choice. this also includes the effects of abilites from said items eg
would be considered a utility item
a mainly laning item (obviously)
a jungling item (reason being dispersed attacks aid in wave/jungle clear times).
now then with the above changes players are going to focus on out farming their opponents which was a critical part of the game in seasons 3-6 and making the game again more strategic and less of a 1 hit kill type of game. players will have to know that role they are playing, the items they intend to build against a certain match up and of course there's always going to be the required skill level so players can effectively earn gold if they want to purchase their items, and the suspense from the ban/ character select phase
these changes will also relieve you of the stress of creating and constantly having to balance new items because said item can simply be placed in a higher price range as to not affect the general state of the game since players have to make a serious decision as to weather to buy it or not. and you guys can now create items with more focused stats for a specific role/ purpose with out the mass of complaints from the community.
over all i see the game becoming more strategic and thought out for all players and not affecting the challenger/ higher elo players in any negatively impact-full way while making it easier for you guys to focus on creating new champion play-styles and items to better compliment new and present champions.