Would you say there are any items that need reworks?
So as an example..
Zeke's Convergence was reworked, would you say there are any items that need a similar size of a rework?
So as an example..
Zeke's Convergence was reworked, would you say there are any items that need a similar size of a rework?
All of them
permaslow on a stick just isn't a healthy concept, maybe add
, 20%as and give it a decent slow on energized attacks(with lower values for ranged, if needed even melee only)
does to much things at once, as, ad, %hp, sustain and a duel/all-in/kite aktive. If a %Hp damage item is the go to rush item on many champs regardless of wether they go up vs a full squishy comp or a tank/brawler freighttrain, something is wrong. %hp is a scaleing stat that is more relevant later on when your opponents have more HP, or vs opponents that rush hp items. It should never be a default rush option, and for high hp champs it just feels bad that counterbuilding them has no opportunity cost at all.
either reworked towards it's original idea of giveing some flat DR, or just removed. The CDR stuff is just an balance disaster and no change will change that.
Imo the only thing that item achived was turning cho into a monster for some time. I really like the idea of increased stats in teamfights to make it a strong def item for teamfighting champs that isn't as abusable 1v1 in a sidelane, but it just has to much power stuffed into a long cd active, and that's really not what you eant on a tank, you don't want to be tanky only for 4sec in a fight every 130 sec when DDs these days have like no downtime at all. Imo they should scrap the active double down on it as a defensive teamfight powerspike, maybe increase the cost to 3k, add a 10%armor/mr ratio that is doubled when the passive kicks in and change the recipe from chainmail into
+
and add 150%healthregen and the pointrunner passive
turn it back into a purely defensive item. If people want that revive, they need to pay some actuall damage for it.
I think the version with the aoe-on-hit at max stacks had alot potential, it's main issue was that it came together with phantom hit's on devourer breaking on-hit junglers aswell as not haveing ranged drawbacks so hurricane users would escalte quickly.
But now, there woul be no phantom-hit if it was reverted, and one could simply turn the aoe into singletarget for ranged...
Only Ez and since some time Kaisa use it(though kaisa only cause it's the cheapest way of reaching her ad-breakpoint), and imo it just fails it's concept and is uneccesarily niche.
I for one want a heavy mana item to prevent becomeing weaker in long fights, yet muramans high mana costs and CURRENT mana based damage just mean it's weaker the longer a fight goes.
Additionally, if i invest into an early tear and give up alot early-mid power, i want an lategame item as reward for stacking it, like
does. Manamune however is rather low budget and gives a midgame spike that falls of later on for anyone that isn't EZ, and that midgame spike comes with some dealy aswell...
Also, most ad-casters mainly use AOE-skills, while the manamune passive only benefits singletarget, which is part of why so few champs use it.
Doesn't need a big rework, but imo it currently is waaaay to burst heavy with it's active then it should be an item for tanky-DPS. imo the active can use a solid nerf, with compensation buffs to the stats and/or on-hit. Imo
should be the burst focused option of the two as a full damage item, but right now
just gives alot more burst if the AA-reset is used properly.
doesn't really need a rework, but we need a proper substitute for it's previous versions. Tanks REALLY lack a proper raw HP item to back up low Hp items like
or
, which is what the older verions of warmongs offered, while the current one requires other hp items to ACTUALLY FUNKTION at all.
I feel like the raw hextech line is flawed, mostly because they all built up on
and it's damage proc.
has a to poor slow to be relevant, but because of the hextech-herritage, it's damage is to high to really allow more utillity. However, with glacial augment slapped on, the active suddenly does what you want it to do and it becomes strong, but ONLY with glacial augment.
With less damage on it one could make the slow meaningfull on it's own, and maybe rework glacial which also is only used for that combo and nothing else.(exept maybe
)
once was there for hybrid stats+SUSTAIN, with some utillity to spice things up.
But right now, the active does so much damage that it also is a burst item that instead of beeing used for sustain on hybrid champs, it's mostly used by assasins for some sustain/utillity without sacrifceing burst for it.
be real now, on what champs have you seen this the last time, asides from akali? Cause the champs that i see useing it now and then are Ahri and LB, and Kennen to transition from an ad lanebully start into an AP-teamifght built.
Imo it should be focused more on it's hybrid nature(maybe X%ap are added as AD, and Y% bAD are added as AP) or sustain and loose the burst.
was supposed to add mobillity for imobile battlemgaes, helping them to get outplay potential through mobillity. But thx to the damage, that for some reason requires dash right into your opponent instead of outplaying with a sidestep, it's basically an assasin item that gives them a bit more gapcloseing but mostly some strong low-budget burst with some emergency waveclear.
Imo it should have no damage, or less but simply in an aoe around the destination so you don't need to dah straight towards your opponet, but with either less cd or more range to really give it more outplay potential. Maybe add a ~3sec self grounded to it so already mobile champs can't just double down on it, though without damage on the active it might have enough opportunity cost to prevent that.
What if Warmog's gave bonus HP based on your resistances instead of the healing?
Would it become the tanky equivalent of a
/
?
seem fun
that would work, but again, i have no issues with warmongs beeing the sustain item, so maybe have a new item useing that effect.

- I've always believed this should have a similar passive to the Demolish Rune. It should also run "Raptor Cloak" because for some strange reason a cloak of raptors grants you Movement Speed for dead turrets?
- Could have the Glacial Augment Rune instead, be a more balanced version of this item. Just change some of its stats.
- The sheer fact that it gives ADDITIONAL Cooldown on your basic abilities just for casting your ultimate is absurd. DEFINITELY mandatory for a rework or removal. I'm not interested in URF for my Normal League of Legends.
- Curious why this item exists honestly.
- I LOVE the sustain when you use abilities. I HATE the damage reduction it grants you. Remove the Damage reduction mechanic entirely and I grant you permission to call this item "Balanced"
- I really don't know what to do with this item, but it needs some... work.
..........That's all I got...
- I've always believed this should have a similar passive to the Demolish Rune. It should also run "Raptor Cloak" because for some strange reason a cloak of raptors grants you Movement Speed for dead turrets?
- Could have the Glacial Augment Rune instead, be a more balanced version of this item. Just change some of it's stats.
- The sheer fact that it gives ADDITIONAL Cooldown on your basic abilities just for casting your ultimate is absurd. DEFINITELY mandatory for a rework or removal. I'm not interested in URF for my Normal League of Legends.
- Curious why this item exists honestly.
- I LOVE the sustain when you use abilities. I HATE the damage reduction it grants you. Remove the Damage reduction mechanic entirely and I grant you permission to call this item "Balanced"
- I really don't know what to do with this item, but it needs some... work.
..........That's all I got...
Dude I completely forgot about cull lmao... why would anyone buy that item
I think we should toss the Ezreal item and Kai'Sa gimmick item in there too.

seems a little underwhelming. I usually end up gettinng it's component specifically for the grievous wounds which you can inflict through other means rather than it's actual unique passive of reflected damage.
Is also a pretty niche boot that's probably not as good as it should. Maybe a permanent ghost effect that lets you walk over minions or perhaps the Rage passive from black cleaver that increases movement speed every time you auto attack.
I always thought that this item was way too good for the amount of AP and magic resistance it gives. Hybrid items are fine, but I feel like I'd have less of an issue with this if they boosted one stat by 20 while reducing the other by 20 either way or something.
I also want them to bring back the AD version of this item, Sword of the occult.
seems a little underwhelming. I usually end up gettinng it's component specifically for the grievous wounds which you can inflict through other means rather than it's actual unique passive of reflected damage.
Is also a pretty niche boot that's probably not as good as it should. Maybe a permanent ghost effect that lets you walk over minions or perhaps the Rage passive from black cleaver that increases movement speed every time you auto attack.
I always thought that this item was way too good for the amount of AP and magic resistance it gives. Hybrid items are fine, but I feel like I'd have less of an issue with this if they boosted one stat by 20 while reducing the other by 20 either way or something.
I also want them to bring back the AD version of this item, Sword of the occult.
Adcs already snowballs too good, they dont need sword of occult.
Adcs already snowballs too good, they dont need sword of occult.
I agree, imagine trying to actually farm in lane against a
with that item.
no need to explain this one.
the problem with this item is it's very hard to use lower elos it's almost never built.
IMO this item is stat check it's either OP or underPowered.

Honestly, mages are now balanced around Rabadon’s Deathcap. It’d be a little hard to rework.
Why though. The item is such a bad thing to have in its current state. 120 AP on top of 40% of your AP being added on is just absurd when Adaptive stuff heavy favors AP for the most part.
Yeah it was cool back in the day where the game was almost entirely about statchecking.
But each season it keeps becoming worse and worse as utility keeps growing as the better form of power.
The only times it's really great is when it's overtuned and giving people way too much damage.
The reason why is because it is the sole reason mages power curve relative to game length is exponential. It’s the only item that multiplies your damage, whereas all other items increase your power at a linear rate. The only difference of power curves of non-deathcap users is the slope and initial power. (Ability scalings and base values respectively.) Rabadon’s Deathcap, while unfortunately a “required” item on mages, creates more diverse power curves and is interesting design. That’s why I appreciate the item.
Needs something done
2900g for an item that provides 21 lethality, 55 damage, 10% Cd reduction, ward clearing, and a bonus damage.
delete
bring this back
also bring dominion back

All these could use a rework
this fucking item has caused more balance problems then any other item in the game and has caused champions like vik to get nerfed for a play style his players do like.
Idk how it has not been reworked, it suppose to be a tank item but it's not a core item on any tank it a situational item for like poppy or ornn. Ezreal is really the only champion in the game that will be effective heavy by it getting reworked maybe ornn.
Like its basically just a item used for ezreal and bs tank champions like ekko or vik.
Pantheon can use it pretty effectively how much of his kit revolve around spellweaving. Too bad he has better options :T
NGL, I know they're almost mandatory on a lot of champions but I hate the entire stopwatch line. Zhonya's Hourglass is a cheap ult enhancer at best and a death sentence at worse. Guardian Angel is just plainly annoying and can turn a near unstoppable force into just that.
Now Unlike GA and Zhonya's, Gargoyle Stoneplate is the exact opposite issue, its so situational an can be used in so little builds that half the time I even forget it exists, and even when put in a build, its only really good in teamfights. (Ignoring Cho'Gath and Sion ofcourse, who somehow make this item work because of how well this item synergizes with them specifically).
Also I hate Stopwatch itself too, especially from rune since it gives you a life saver from level 1 and additionally makes the cooldown shorter for all items it builds into.
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NGL, I know they're almost mandatory on a lot of champions but I hate the entire stopwatch line. Zhonya's Hourglass is a cheap ult enhancer at best and a death sentence at worse. Guardian Angel is just plainly annoying and can turn a near unstoppable force into just that.
Now Unlike GA and Zhonya's, Gargoyle Stoneplate is the exact opposite issue, its so situational an can be used in so little builds that half the time I even forget it exists, and even when put in a build, its only really good in teamfights. (Ignoring Cho'Gath and Sion ofcourse, who somehow make this item work because of how well this item synergizes with them specifically).
Also I hate Stopwatch itself too, especially from rune since it gives you a life saver from level 1 and additionally makes the cooldown shorter for all items it builds into.
As a singed player (This is my troll act not my main so don't check this match history) Gargoyle's stone plate is so good for singed. Run into enemy team slow and flip some people while they all eat that damage.
Basically everything.
completely broken if you think about it.
Straight up looses to
outside some very, very, niche occasions...
Id say, an item focused on ap assassins, like focused on magic pen and not like everything stuck into morello for everyone to take.
A better 2nd item route. There are no other decent 2nd item route other than Morello right now.

It does too much... imho it should be split into 2 different items, one with the vision-denying passive and one with the bonus damage.
Imagine if
and
were the same item: we would all agree that that kind of utility with bonus damage on top of it is too much, that it would be too overloaded, wouldn't we?
are you seriously comparing 2.5 seconds of invincibility to clearing a ward? my low elo detector is going off charts
While not important, the icons of a lot of items look outdated.
Broken

From a diehard Kat main:

: too awkward for ADC’s to build, maybe if it gave 25% Crit instead of AS? Idk.
: niche at best, abusable at worst
: the stats it grants spell out tanky support, It’s active spells out diver. Change one or the other
: “Spell overturned” “s-p-e-a-r (space) o-f (space) s-h-o-j-i-n” “that is correct” maybe make it just grant 10% CDR if you at least want to give it a slap on the wrist
I actually forgot this item was in the game. On that note why is this item still in the game
should be more accessible on more champions that need mana, but less abusable by a certain blond mage (part of that reason is the fact that a lot of AD items don’t give mana though)
: doesn’t need a rework, but it does need an AP equivalent (similar to the way stopwatch has its buildpath, not just a copy-paste of
, maybe rework
into a AP version. Since it too needs changing
: small complaint on this one having grevious wounds. It’s great against auto attackers, but against something like vlad you’re fucked since he won’t auto you and he deals magic damage. Just make a new HP tank item and give it GR instead
: I appreciate Riot trying a concept like this out. I don’t appreciate how this item is either forgotten or oppressive
: there is no reason a single item should ever give this many unique things all at the same time without being as expensive as Triforce. AD, AP, Ranged active slow, and Healing... just wow
almost always edged out by either
or 
Not so much a rework, but an upgraded
into a more OP hammer instead of a sword would be cool. [poppy-wink]

- Should have "Give your turret invulnerability from damage for 3 seconds." (Same cooldown) OR stop enemy turret from autoing. This item would FINALLY be used especially with how shit turrets are atm.
- Needs to make ALL crit. Magic, True dmg, Physical crits 30% - 50% less effective. So fucking badly. Useless ass item...
Instead of a rework it just needs to be 4000 gold... WAY too overpowered. Or removal of hp damage.
- Melee only.
Scaling is trash for how long it takes to complete and by the time you completed it you inted so hard they have things to counter it. Aka better damage than your shit hp.
- Removed.
- Give it back its first auto crit like it was before :( it wasn't op... Just reduce how much crit it actually does... Why does crit HAVE to be 100%? Make it 50% more damage not hard v-v
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- Should have "Give your turret invulnerability from damage for 3 seconds." (Same cooldown) OR stop enemy turret from autoing. This item would FINALLY be used especially with how shit turrets are atm.
- Needs to make ALL crit. Magic, True dmg, Physical crits 30% - 50% less effective. So fucking badly. Useless ass item...
Instead of a rework it just needs to be 4000 gold... WAY too overpowered. Or removal of hp damage.
- Melee only.
Scaling is trash for how long it takes to complete and by the time you completed it you inted so hard they have things to counter it. Aka better damage than your shit hp.
- Removed.
- Give it back its first auto crit like it was before :( it wasn't op... Just reduce how much crit it actually does... Why does crit HAVE to be 100%? Make it 50% more damage not hard v-v
In regards to Bork, I just want to see the active removed tbh. Or at least have the Active reverted to what it was, the current iteration is too oppressive.
