"My Class Is Under Powered!! Stop saying it needs nerfs!"
Really? What could possibly be broken, then?
Mages:
A core item to Most every mage. This destroys sustain, eliminates the fact that 1/3 of the champion pool rely on their ability to heal themselves or others, all while making you hit harder and soak more damage all around. Fight Length is shortened due to the negating of sustain champions.
Numerous mages have DoTs. Now their DoTs also do %hp damage on top of what ever damage they already -did-... often % HP damage. Being as it is stacked with the item above, it's yet another way to melt down bruisers and juggarnauts, while passively increasing it's own damage JUST BY APPLYING IT'S OWN EFFECT, and your own as well. Oh, did you have any form of CC in your kit? Because now it burns harder.
You weren't a burst mage? Well. Do we have just the thing for you! Champions like
used to just melt you down, now he blows you in half and walks away while you're burning. Also, hey, here's a fun thing, you know how we have this mechanic called Cooldowns? Well not anymore.
Assassins:
What were the weaknesses of Assassins? They were skill damage loaded, and they had to be able to consistently clear wards to be able to move around the map. Good news, guys! Now your AA's are just yet another burst skill, wards can't even see you half the time, and to top it off we made this an actively aggressive item instead of one that passively held these effects. Considering that stacking this lethality item with another will render the Armor of almost every mage and ADC in the game useless, prepare for bonus damage!
Remember when the assassin showed up, blew everything and might manage to kill someone? They were pretty heavily single target based, and really lacked sustain options. Well, not any more! When that Zed comes over the wall at your ADC, you likely want to just stay out of the whole thing. Between his E, Q's flying around, the active from Hydra, and the fact he's healing the whole time just really puts your team in danger. Other assassins do it as well.- Lethality is broken and poorly designed.
Marksmen:
This should never be in the hands of someone ranged, if you INSIST on leaving it in the game. Why? Because any caster ADC will abuse it to all hell... and do.
Yeah. Just what the long ranged class needed. Some true damage kicking off of 1,000 damage crits. It's not helping them at all because the Assassin deletes them too fast, but the instant that Meta stops watch who takes back over.
Tanks:
- You poor bastards
Juggarnauts/Bruisers:
Why did they feel the need to attempt to load every single stat needed into one item? It tore out variation and is a must for almost all of you. On top of the fact it makes you hit harder, chase better, tougher, and be all around more annoying.... it also halfway maxes your CDR. What the hell. The last thing you wanted was these bastards having no cooldowns, it was your only way out.
Thank god they removed Crit from this item, right? Since then they have just packed every-fucking-stat-and-ability into it that they can. This item literally does it all for you, and is a sudden dramatic boost in power to the point that even damned Darius is starting to take it.
Supports
- Right now the actual support class doesn't even apply. You've been replaced with burst mages so that people can DO MUH DAMAGZ LULZ. It's okay, one of them actually shields her allies, so hey.
- Unfortunately to BUFF your items will make you dominate once again, because your kits are actually fine, and your items are so overloaded with passive abilities that they are just as r%%%%%ed as the rest.
Like everything else in LoL, the items have BECOME SO FUCKING OVERLOADED THAT THEY MATTER MORE THAN THE CHAMPIONS in most cases now. It's rare to see someone flamed for picking a champion, but it's not really all that rare to see one flamed for not grabbing one of the items above. Why? These items do g'damned everything your class needs, and more.
or
cant abuse it
which is my opinion grants more tankiness compared to actual tank items
gave you enough Magic Penetration to burst down any squishy, and they just moved the MP to
trio to be a choice you can make, creating diversity every game. But
takes too long to stack and
is damn near useless.
doesn't provide anything but raw damage, and is exceptionally situational and therefore never used.
. Now every mage can build the same items and still be effective, or even more than they have been before. A whole revamp and nerfs of the item system for mages would make sure that they aren't so dominant and oppressive.
taking
and 1100 gold
you have to build a
everything else is extremely binary.