Balance: An idea on how scaleable items can help

PhoenixArc·12/6/2018, 12:40:23 AM·17 votes·20,385 views

So Balance and Meta have always been a hot topic of discussion in the community. One of the biggest changes we have seen recently is the ADC role, where critics based ADCs have been swapped out in favor of on hit ADC due to the cheaper scaling of the latter. As of right now Crit ADC take a long time to get going and if they fall behind, have almost no impact on the game whatsoever.

I have an idea that could solve this issue and give critical builds the late game scaling they want, without sacrificing their early game to the point of almost uselessness.

My Idea: Item scaling with unlock able stats (think Kai'sa)

Example:

Lets take Infinity Edge

Stats: Cost: 3400 AD: 70 Unique Passive: Doubles Crit Strike Chance Unique Passive: 10% of crit damage is converted to True Damage

Lets say this is the first item an ADC decides to build. In order to control scaling and allow the ADC to gain some power but not get a huge power spike because of one item, I've added in scaling by threshold.

First item IE:

Cost: 3400 AD: 70 Unique Passive: +15% Crit Chance (upgrades to double Crit Strike Chance when player gains 20% critics from other items) Unique Passive: 5% converted to true damage (upgrades to 10% crit damage converted to true damage when player gains 100 bonus AD)

This does a few things, it allows a small power bump to the player. But also allows the player to scale into late game like they were able to in the past. This also makes rushing IE not feel so bad as a first item. Granted we do have Stormrazer right now, however I feel like its a bad bandaid solution and we find all non on-hit ADC building that as a first item which takes away from different build paths.

Now this is just an idea and this could be applied to more items than just infinity edge. Fed players would still dominate as normal as they would be able to hit those thresholds faster than a non-fed player. This system would work similar to the current lethality system however it would be based on stats (like kai'sa) rather than level or game time.

Thoughts?

18 Comments

Gilgayu12/8/2018, 2:31:23 AM4 votes

Despite how good it sounds, I disagree with OP.

Currently, most adcs are relying on their supports to do all the damage, which is why poke supports are so strong. If we allow that early power spike from IE as a first/second item rather than third, poking support's impact on the game will definitely decrease, and enchanters like lulu will be op once again.

Things like true dmg is just too good for taking down torrets (not sure if turret plating grant reduction to true dmg), and since now the plates give gold, it allow snowballing to happen way to easily.

Something like Stormrazer into the IE suggested by the OP is just too strong for champions like Draven, Jhin, MissFortune, and a few other adcs that rely on ad more than as.

Riot introduced torret plating to intentionally stretch laning phase, especially in bot lane.

New scaleable items would be cool though, since item 3003 and item 3004 are already weak and not gold effecient

TLF brubie12/11/2018, 7:38:23 AM2 votes

The problem with ie rush/early crit and a reason they reworked it was bit lane fights post ie were generally whoever rolled more rng crits killed their opponent outside of getting super caught by a support. It felt really bad losing a fight, sometimes even when ahead, just because their adc crit you twice and you didn't crit.

Velzard of Koz12/6/2018, 4:49:02 PM1 votes

Could be also implemented as form of Item Quests.

Nevrankroaton12/7/2018, 1:17:18 PM1 votes

I fear it would limit build diversity and also force some champion to build some items so one item that is core or very good on them only get really good if they build a certain way.

People scream at Riot for diversity, and this would pigeon hole even more.

It also mean that unlockable quest by buying other item mean you are better using your 3400 gold on something more efficient and building IE after.

SanKakU12/10/2018, 6:14:27 AM1 votes

Yes. I would argue that we should get a smaller version of Randuin's Omen that turns into Randuin's Omen and then Stormrazor would be fine.

Gilgayu12/11/2018, 9:52:52 PM1 votes

Rip derk though... (the one that upgrades to item 3134 if you steal 3 enemy jungle camps)

ModPeriscope12/13/2018, 7:32:31 PM1 votes

What champions do you see this affecting? I get the aim is to increase viability of crit-based champions, but there may be some splash onto other champions that build crit.

I don't see a Yas or Trynd rushing this, but just thought I'd throw out the idea that this could affect other class' build as well.

Jericho Azariah12/14/2018, 5:52:03 PM1 votes

i think the development team is placing to much work in all the general aspect of the game(well putting a little bit of work in almost every aspect of the game), and should focus one group at a time rather then trying to cover/update everything; sometimes placing all your focus within one group of a game can be more beneficial rather then spreading your power into so many fields of the game

ModKnightsKemplar12/6/2018, 1:13:57 AM1 votes

Approved!

I rake beat you12/19/2018, 2:59:37 PM1 votes

I like the way you're thinking, however I do not feel this option is a whole hell of a lot better. Honestly they need to just revert all critical strike changes from patch 8.11 (except MAYBE Essence Reaver). Then they need to spice up the items a bit. I would suggest removing Rapidfire Cannon and replacing it with an item made out of a Sheen and a Zeal. maybe bring back an AD & Crit item with 30% critical strike chance (like the old Lord Vann Damn's Pillager). Then maybe a Life Steal & Crit Item and even a Crit & lethality item.

Metal Janna12/6/2018, 4:04:45 AM1 votes

Your phone autocorrected "crit" to "critics" a bunch of times.