Removal of DFG, the Problem it causes
Dear Summoners, Recently in Patch 5.2 Deathfire Grasp, DFG, was removed. I approve of this decision, the active on this item was really unhealthy, however doing this helps accentuate a longstanding problem that AP mid laners have had.. a lack of heavy hitting items. Since DFG was really an assassin's weapon, most mages only had 2 choices for 120 AP items, Rabadon's Deathcap and Zhonyas Hourglass. Both are still in the game, but both have god power and Zhonyas has god utility. There is no real decision making for an AP mid laner, you will be buying both of these items. There is a lack of decision making for AP mages, and a lack of play making when compared to the items that AD Cariries get to enjoy, such as Youmuu's Ghostblade, Blade of the Ruin King. The biggest problem is that AP mages now have a big problem in the late game with tanks, we have no "tankbuster". DFG was originally designed to be a tank buster, and it still could be used as one, but now AP mages have no response to a beefy tank. I am pleeding to Riot give us more 120 AP options, and give us items with abilities just as interesting and compelling as Zhonyas Hourglass.
These are some ideas I have come up with for 120 AP items, they are just ideas but I would love to see compelling and playmaking items like this be inserted into the game.
Sapphire Demise: 120 AP, 20 CDR. Unique Passive: Killing a unit restores 1 mana. Getting an assist of kill onto an enemy champion restores 10% of you total mana. (This is designed for someone like LeBlanc, who wants AP and CDR but not invest in a weak mana regen item. In theory this item should not allow for "spamming" of abilities, but reward quick, decisive, and skill oriented engages with you not going OOM immediately afterwards)
Frost Queen’s Grasp: 120 AP, 10 CDR, 50% mana regen Unique Passive: Spells and basic attacks against enemy champions deal 15 additional damage. This can occur up to three times every 30 seconds. Unique Active: Fires an ice lance that explodes dealing 50(+10 per champion level) magic damage to nearby enemies and slowing Movement speed by 60%. (This type of item is designed for AP mages who don't have a great method of initiating a teamfight, such as Ziggs, Heimerdinger, Zillean, etc. This item would give them not just initiation potential, but also kiting potential.
Hextech Screaming Yipsnake: 120 AP, 10 CDR Unique Active: For the next 5 seconds, each of your spell deals extra true damage to your opponent. This damage is calculated based on their maximum armor and magic resistance. (for example for every 40 armor/ magic resistance each spell deals 10 true damage: this item is meant to healthily fill the gap that DFG was trying to… give mages the ability to kill tanks)( Bear in mind the number values are just an idea) (This is designed for any mage who wants to kill a tank, as mages currently lack a "tankbuster"
Magus Kinetic Acceleration: 120 AP, +5% Movement speed Unique Active: + 30% movement speed and a “Sivir Shield” for 4 seconds (This item has a dual intention. This item is intended for those who need a speedboost and mobility to increase their effectiveness, such as Annie, Zyra, Syndra, Fiddlesticks. It can also be viewed as a massive kiting and disengage tool, that could make for a compelling defensive item when compared to Zhonyas. the between defensive items can now be more situational.. Do I want to get in the middle of the enemy team/ make clutch plays( Fiddle, Katarina) and go for Zhonyas, or go for kiting and move speed( squishy people like ziggs, Vel Koz, etc)
Alchemy Mitigation: 120 AP, 250 health, 350 Mana Unique Active: Heal yourself for 30% of your total AP, or heal an ally for 80% of your total AP (An alternative to Rod of Ages for Mana tanks that has play making potential, more so if you help an ally than if you were to be selfish with the item)
These are my thought, suggestions, and ideas on how to diversity 120 AP items, and we need more 120 AP items. Please leave your comments below.