Item changes ideas. Downvote/Upvote doesnt matter, give me your thoughts boys.
Honestly I just wanted to give out my thoughts on different item or changes ideas which can help balance the game. I get some of my ideas from the community but most of my thought process and ideas are my own.
Check out my champion changes as well if you wish so: Link - http://boards.na.leagueoflegends.com/en/c/gameplay-balance/HEeQaumJ-champion-changesbalance-a-bunch-of-champions-and-updating
Here is a Guideline: from where I'll start and end Nashor Tooth Essense Reaver Will of the Ancient SightStones Jungle Items
Nashor Tooth: Nashor Tooth is in a sticky situation where the item was made for AP champions to have some sort of sustain damage. But the problem with it is that most champion that can reliably use this already has sustain damage and prefer more ap to have burst as well. Champion like Kayle is probably the only one that uses this item to max affect but even than most kayle would rather go more AP central if they wanted too. How to fix?: Make it more reliable on more champions like Ekko Teemo Fizz Jax and Diana, niche champions that can use this more efficiently by giving them what the champion need (small burst + sustain damage).
Stats: 40% Attack Speed 60 AP 10CDR 3000 Gold (built from - Stinger+Needlessly+500g)
Passive: Every AA does an extra 10+5%AP; and every 6th AA does a small burst of an additional 20+20%AP, count/stacks goes down after not hitting anything for 4 seconds. Also every AA will build 2.5% attack speed up to a cap of 6 (max 15% attack speed) (this will synchronize with Ekko Jax and Diana only every second proc of their passive)
Active: Passive AA damage increase to 20+15%; and every 6th AA does a 40+30%AP, and build 7.5%AS per AA for 8s. 55s CD
Explanation ::: With this build path, players will have to choose between this item or other needlessly items. It will be compete against NLR items and Lichbane. You can go for more burst damage and utility with other NLR items, and quick combo sustain damage from Lichbane. But what makes this Nashor's distinctively different from the rest of the item, is that it compliments AP attack-speed champions more than other items. Long term sustain damage and a windowed quick extra amp to damage with the active, that will be the trademark of the item which makes it unique and strong. Since there's a limitation when the active is available, there will be a windows when the item is weaker, thus being able to exploit that weakness. Champions like Ekko Diana Fizz Kayle has to pick between quick damage or long lasting damage THAT also compliments their AS qualities.
Compared to the current NS, it does less passive damage, less CDR, less AP with a little bit more attack-speed once stacked.. With the active it does a lot more passive damage and gains an extra 45% AS at max stacks.
Essence Reaver (I'm going to take this quote from another thread because he made a clear point and I couldnt say it any better even if I tried). "Essence Reaver isn't popular despite offering so much in a single item slot, the other choices are oftentimes better. 20% lifesteal with a shield. Attack speed, lifesteal, and damage based on enemy life. AoE lifesteal that gives an active AoE nuke. Essence Reaver isn't even a bad item -- it's actually rather good, and I even use it upon occasion -- but the other options are so grandiosely strong that they're picked up far more often. - by Lunar Silkworm." How to fix?: Give it a stronger identity! If you want Essence Reaver for the CD and mana, give it more of that!
Stats: 10% Lifesteal 80 AD 10CDR +50% base mana regen 3200G (built from - BFS+Reave Scepter+200G)
Reave Scepter 18 AD 10 Lifesteal +50% base mana regen 10%CD 1250G (built from - Vamp Scepter+Forbidden Idol+50G) Passive - same as ER but without the CD on AA"
Passive: Whenever you auto attack you gain a temporarily rapid mana regeneration over a period of x time (instead of instant mana). And that every AA reduce your spells by 0.25s. (This way AD casters will have a way of casting more - since it will take atleast 4 AA for 1s, it won't be too strong)
Explaination ::: The mana regeneration over time is a small nerf in short, but profit over time. The 0.3 reduce CD on AA will help casters spam more and use more of their abilities which they might prefer over more AD or damage or attackspeed or lifesteal. It specifically made for AD casters. Champions like Jayce, Ezreal, Lucian, Olaf, Urgot, Varus, Xin, Yorick can use this item will because it will synchronize with their kit. And now since there is a mini component to the item, it will help the early HP/Mana sustain item for only 1250G.
Will of the Ancient Currently only two champions are using this item, Mordekaiser and Vladimir. Its such a niche item and its not even that great of a purchase compare to other AP items. I was thinking of a way to make it more useful to more champions but doesnt overall indirectly buffing the champions that are currently using it. How to fix?: Make it more viable to more champions and give it some sort of utility to the team
Stats 70 AP 10% CDR
Passive: Your abilities heal you for 15% of the damage dealt (calculated before your opponent's resistances) (33% effect for AoE). Active: Bind a champion to you and grant them 15% spellvamp and 15% increase hpregen when they are close to you (This item is unavailable to any champions that is binded and cannot be binded to champions with this item already purchased).
Explaination ::: Before the rework, this passive would give all allies near the champ with Wota buffs. But now its only one champion that you bind with that receive the buff. And it can't be stacked or bought by the person who is binded. Not only is this item good for support, it make it a more utility base item that can even be strong having two on one team if they are a really caster centric team (AP or AD). It wont be the strongest support item, but it is a nice buy for niche situation and the correct team-comps. Maybe youre a Zyra support and you want to give your mid laner HP regeneration and spellvamp against poke team comps? I think this will make the item a lot more attractive to players.
Ward Item/Sight Stone Buff
Ruby Sight Stone: Cost: 2050 (build from Emerald SightStone + Ruby Crystal) Stat: 650 HP Unique Passive - Holds 6 charges and refills upon visiting the shop. Active: Consumes a charge to place a Sight Ward item. Sight Ward that reveals the surrounding area for 3 minutes. A player may only have 3 Stealth Wards on the map at one time. Active: Double right click on a Sight Ward will convert it into a Vision Ward(cost 50g per conversion, converting another sight ward will destroy the previous conversion).
"Emerald SightStone: The current live Ruby Sightstone."
Explanation ::: I see a lot of support these days having that one item slot always being open, and they can never finish their 6th item. The reason they have to do this is because they always need space to provide the team with a pink ward. I find this absurd (wildly unreasonable), players should have the choice and pleasure of building that 6th item either to help themselves or their team. I see a way around this by having an upgrade to the Sight Stone(s). Changing it to Sight Stone - Emerald Sight Stone - Ruby Sight Stone. Change the name of current Ruby into Emerald and have it upgrade into a NEW Ruby Sightstone with {stats} 650 HP Hold 6 charges of Wards and the option to upgrade a sight ward INTO a VISION ward for 450 GOLD. The way this works is when you place a sight ward down, you can double right click the ward and turn it into A VISON/PINK WARD instead FOR 50 gold per upgraded greens to pinks. Having this one called Ruby because it can place a pink ward (which is close to ruby) and emerald because you can place more green(emerald) wards. This way supports can buy a late game 6th item without worrying about not having pink wards.
The Pink Trinket will still be viable because most support goes Sweeper anyways and Top or Mid Laner can always purchase the pink trinket if they are needed instead of buying pinks for 100 gold every time.
Mandrake Ward No idea what you guys are doing with this item currently, but it is an interesting item. Its a good item against invisible champions which allow you to create more champions in that class. (Rengar/Twitch/Eve/Shaco) Theres no way of really buffing them because of how these champions are designed and it makes these champions toxic and annoying to play against. Even at the highest ranking/elo (and smart players) we can handle these champions easily most of the time.. but we all agree its not fun to play against and its hard to do much when they are ahead. Having Mandrake can help face these champions in a productive way without directly nerfing them. But the problem is that Mandrake can even be better than a normal ward (when not used at the highest level atleast).
Stats Cost:30g Places an invisible blind sentry in a brush for 150 seconds. The plant will alert the champion (only alert the champion that bought it) if an "invisible enemy" is within 1000 range of the sentry. (Can only place 2 at a time)
Explanation ::: My view of the current/previous Riot adaptation { http://leagueoflegends.wikia.com/wiki/Mandrake_Ward }, is that it is really strong for a cheap price that most players would rather buy that over Stealth Ward for most of the laning phase (which is why I think its OP and why Riot won't release it). The change will make it a more of a self-sufficient item than a jack of all trades. Because it will (only) alert you with an indicator on top of your champions head when an invisible champion is near the sentry. It wont associate with normal wards anymore and has its own limit placed. AND CAN ONLY ALERT INVISIBLE CHAMPIONS, and not visible champions. This will keep it a very niche item against niche champions so they won't be overbearing; so then Riot can buff them without the fear of their annoying gameplay getting out of hand
Spirit Stone Rebirth
Spirit Stone: Cost: 400 (built from - nothing) Stat: 15+ gold upon killing large monster. Unique Passive: Against monsters, deal 10% bonus damage and restore 5% of damage dealt as health and 3% as mana.
Upgraded Smite (Spirit Stone): Cost: 850 (built from Spirit Stone) Stat: 30+ gold upon killing a large monster. Unique Passive - Against monsters, deal 10% bonus damage and restore 5% of damage dealt as health and 3% as mana. Deal an X amount of damage (base on x %AP) on hit and reduce non ultimate spells by 0.5 per autoattacks.
Magus: Cost: 2250 (built from Upgraded Smite+Fiendex Condex) Stat: 80AP 20%CDR 30+ gold upon killing a large monster. Unique Passive - Against monsters, deal 20% bonus damage and restore 6% of damage dealt as health and 5% as mana. Deal an X amount of damage (base on x %AP) on hit and reduce all spells by 1 per autoattacks.
Runeglaive: Cost: 2250 (built from Upgraded Smite+Sheen) Stat: 55AP 10%CDR 200Mana 30+ gold upon killing a large monster. Unique Passive - Against monsters, deal 20% bonus damage and restore 6% of damage dealt as health and 5% as mana. When auto attacking a monster, deal an X amount of damage (base on X %AP) on hit and reduce non ultimate spells by 0.5 per autoattacks. After using an ability, your next basic attack deals 100% base AD + (30% AP) as bonus magic damage. And increase champion's attackspeed by 40% after proc for 2.5 seconds. Versus monsters, the empowered attack will also restore 8% of your missing mana and bonus AOE magic damage.
Explanation ::: That we should bring back "Spirit Stone" or something like it as a starter item for "AP junglers" { http://leagueoflegends.wikia.com/wiki/Spirit_Stone }, that will be built into the jungle(smite) item along with hunter machete. Unlike the previous version of Spirit Stone, I say make it a stand alone item that is built from nothing. [Changed] 700g to 400g Since AP junglers needs a way to have their AA to have some kind of value to them to become decently viable_, stonewall thought of the idea to having their CD reduced per AA when hitting a monster. My idea is that every AA against monster should also deal a SMALL percentage of magic damage by off AP AND reduced the CD on spells by 0.5s per AA. This way AP jungler has a way to sustain damage while value the AA to decrease the CD on their spells (which makes their jungle clears alittle bit easier). With the reduced CD even "Tear of the Goddess" Junglers might even become more viable.
Quill Coat Rebirth
Quill Coat: Cost: 400 (built from - nothing) Stat: 15+ gold upon killing a large monster. Unique Passive: You gain 30 HP/5 and 15 MP/5 for 5 seconds whenever you take damage from a monster. Shield (120) that persist everytime champion returns to base/fountain, shield only procs/activates when attacked by an enemy champion. When shield is broken the champion recieve a 6% movement speed increase.
Upgraded Smite (Quill Coat): Cost: 850 (built from Quill Coat) Stat: 30+ gold upon killing a large monster. Unique Passive - You gain 40 HP/5 and 25 MP/5 for 5 seconds whenever you take damage from a monster. Shield (150) that persist everytime champion returns to base/fountain, shield only procs/activates when attacked by an enemy champion. When shield is broken champion recieve a 6% movement speed increase and an AOE slow around them for 1.5 second. Every 4th auto attack against monsters deals X damage base off champion max %HP.
CinderHulk Cost: 2250 (built from Upgraded Smite+Bami's Cinder) Stat: 300HP +30% Bonus HP 30+ gold upon killing a large monster. Unique Passive - You gain 50 HP/5 and 35 MP/5 for 5 seconds whenever you take damage from a monster. Every 4th auto attack against monsters deals X damage base off champion max %HP. Deals 15 + (0.5 × level) magic damage per second to nearby enemies. Deals 100% more damage against monsters.
Juggernaut Cost: 2250 (built from Upgraded Smite+Kindlegem) Stat: 400HP 30%Tenacity 15%CDR 30+ gold upon killing a large monster. Unique Passive - You gain 45 HP/5 and 30 MP/5 for 5 seconds whenever you take damage from a monster. 85+ MS when not in combat (against champions). Every 4th auto attack against monsters deals X damage base off champion max %HP. Active: Place a ward for 120 seconds. Stacks of 2 charges every 185s.
Explanation ::: Quill Coat will make tanks jungler more viable in the early game because their AA are insignificant { http://leagueoflegends.wikia.com/wiki/Quill_Coat }. Giving the tank junglers a way of sustain when being attacked over attacking. [Change] 700g - 400g. Removing the armor component and thornmail effect (because of the reduce cost), replace it with_ a shield every time the champion backs to base that can only be proc when attacked by an enemy champion and that every 4th AA will do damage base on champion MAX HP_ against monsters only. This way tank junglers are_ less prone to invasion_ while keeping decent damage to monsters with their AA when building HP. Keeping the shield UNTIL the smite item is upgraded to its final form. With these changes, tank junglers will be more viable because players have attack speed marks with tank junglers anyway which compliment the new passive. They will also have a more vary path in terms of jungle items. Suiting it to their gamestyle and game enivorment (what they are up against). Tank junglers like (tank) Udyr and Maokai would rather have the Tenacity and MS because they already clear the jungle pretty well. Or you can have Volibear who wants ALOT of HP to do more damage with CinderHulk.
Sated Devourer Changes
Sated Devourer Cost: 2250 Requirement: 20 monster stacks Stat: 50% Attackspeed 20+ On hit magic damage increasing by 1 per stack (since you already have 20stacks = 40M damage) 30+ gold upon killing a large monster. Ghost Proc: Requirement - An addition stack is received after every minute, max at 15 mins Unique Passive - Once reaching max stacks at 35 (20 monsters+15mins), every other basic attack will trigger a phantom attack that triggers all on hit effect a second time. Deals 45 magic damage to monsters on hit over 2 seconds and gain 10 Health Regen and 5 Mana Regen per second in combat with monsters.
Explanation ::: I know Riot is trying to nerf the item on the PBE so that each stacks will only give a 0.67 extra damage per stack. But its such an odd number to reach 50 extra damage when sated... I'm thinking of making the max stack at 20, and then giving it the ROA treatment. Making the player wait to receive their full power! This way sated junglers can get out of the jungle faster and start getting and helping the team, and still have to wait to become overwhelmingly unstoppable. This is a good way to nerf/buff sated junglers because they will reach their stacks faster and still get the extra double damage from the item per stack. And also at max stacks gives more damage than the one currently but they will still have to wait. This way players will have some sort of counter play to try to build against sated junglers while they are waiting to power-up from the item. Because right now with its current iteration, if you can farm fast with a good early start, you become overwhelming extremely quick. Or your team is losing and you cant farm and become REALLY weak til 40-45 mins. This change will help change these problems and make the item more balanced.