You mean they all give AP? And give secondary stats for Health, MR, and Armor? Seems pretty diverse per situation for me. Not even taking passives/actives into the situation.
You clearly misunderstood. The problem is all the items have the exact same stat line almost beat for beat. There is very minor, minor differences in the stat lines and that creates the current issue of items being about "which one is the strongest" rather than "which one is the strongest here". This key difference is why you see little to no variety in games. A lot of items share this issue. If you want a tank item than focus the stat line to reflect it's desire purpose. Don't just mirror another items stats and change it with 100 hp or mana here maybe some cdr and call it a day. The passives/actives hold all the weight.
Are you telling me you want one that gives 100AP with like 10 Armor, or 10 AP and 500 health? Because those arent diverse mage items anymore. The Armor on the AP item would do nothing. And the other would be used by tanks not mages. And they cant give a lot of both without the cost being insane.
This point makes no sense. Why would I want 100 AP with 10 Armor? 10 AP with 500 Health? Here is an example of a better stat line taking two items that function very similarly and trying to make them function differently
and
These items function almost the same with only the actives and passives changing them slightly (and they still kind of do the same thing mind you).
GLP
300 HP
400 Mana
80 AP
Rod
300 HP (500 HP)
300 Mana (400 HP)
60 AP (100 AP)
GLP and Rod are both tankier items that gear more towards mana with one stacking more hp and ap while the other has a slow. On paper that's fine but when you look at the stat lines they function almost the same. A good way to fix this is push GLP maybe towards something like;
500 HP
200 Mana
70 AP
Now it's tankier, and allows you to make more out of the passive mana gain. You are taking this if you are a battle mage and are going to be in more of the thick of it. For Rod it could focus on more of a heavy mana pool.
200 HP (400 HP)
400 Mana (500 Mana)
60 AP (100 AP)
Now this item is better at scaling and grants the user a better mana pool. Since it also grants more ability power you want to take this when you are going to be in the chaining more spells and feel you don't need the defensive stuff of GLP.
This is just a small example but it shows that small changes can improve items in their roles and offer the player a chance to chose what item they may need or want based on just stats alone. Altering gold, build paths, passive/active numbers, etc all help to diversify what mages are building and add choice. The core of what I want here.
As well as you buy items for the passives and actives. Not the stats. Thats like saying the statlines of and are very different. Which its not. Ones for Range, ones for clear, and ones for flat damage.
You are right, but I did not say that was good either. Hurricane for example shouldn't be crit and focus on it's AS and it's AoE attacking like it used to. Making items have a niche or more refined niche doesn't just end at stat lines but it does play a large part. AP items for the most part all have the same stat line while also having issues with gold, passives/actives, etc. Stats are just an issue that hasn't been mentioned before and I wanted to make it clear.
Commenting on your 3 points,
A. You are right, this is apart of the problem. I didn't touch on it just because frankly many others have already talked about this. I don't like beating a dead horse and everyone knows the passives/actives on AP items are pretty shit and not different enough. Why get Rylai's over GLP when GLP gives you everything Rylai's does but way more and does the same job just better.
B. Gold is trash too. I agree. AD items not only have a lot of good build paths but some are criminally cheap. COUGH


COUGH
C. CDR is a large scale issue with the game. Tank, Support, Mages, hell even ADCs all can get 40% and way more in a typical build and that's an issue that needs to be solved on the large scale rather than just within Mage items. I think HP and Mana have been massively overused in Mage items as well. They are there to basically do 2 things.
- HP is just trying to be like lifesteal. That's basically all it is. Mages can't have functional lifesteal so we'll just give them the next best thing, HP.
- Mana was given to make up for the lost of AP. Simple as that. CDR is typically slapped onto item for the same reason and sometimes on the mana item as well. Massive issue with the core gameplay there.
Touching on your point about Morello, the item is waaaaay to good. IF you don't build it you are basically fucking yourself over.
At the end of the day I just want to bring up another issue with AP items so when Riot goes to them, they don't forget to tune those and refine each items role better. Stat lines do play a part in that and maybe I worded it poorly in the post but the idea is, fix stat lines across the board and make items have a better niche purpose. You already see this in AD items all over the place.