Item Discussion Series - Midlane and Oldschool Mages
http://i.imgur.com/gwcdS1f.jpg
##Previously on Item Discussion Series - Riot Delivered
Episode 1: Supports and the CDR Overload
Last discussion, highlighted the itemization problems of supports - long story short, supports became overencumbered with CDR, making their lategame builds waste this statistic. The solutions I've suggested weren't perfect, but at least it appears I've assessed the problem correctly. From the current PBE deploy:
Talisman of Ascension
- Health regeneration increased to 15 from 10.
- Cooldown reduction decreased to 10% from 20%.
- Now grants 20 movement speed.
This seems to at least partially solve the "true support" issue where Talisman, Mikael's and Ardent Censer granted excessive amounts of CDR. Those three still grant more mana regeneration than is required, but if above else you wish to spam your spells like a maniac, no stats will be wasted. Problems left are: lack of armor items (alternative Glacial Shroud upgrade wouldn't hurt) and no variety in mandatory items (Sightstone upgrades, alternati ve GP10 final items), not to mention the abandoned items like Banner of Command and Zeke's Herald.
##The Holy Trinity of Mage Items
- 'nuff said.
In case you haven't been following LCS or pay no attention to what your midlaner buys, these are the three items that make over 50% of midlane builds, followed by Zhonya's Hourglass. Ziggs, Orianna, Lulu, Xerath, even Syndra - almost everyone will buy these items in almost this exact order. Exceptions include Kassadin, Kayle, TF and Fizz, who all have their infividual builds, but for a "typical" mage, there is no alternative item build:
Athene's is the only midlane Chalice upgrade and Chalice is the best laning item to farm and trade. For most champions, Catalyst and Forbidden Idol aren't good enough and don't build into anything that pays off right away (RoA takes time to stack, Morellonomicon's passive is meh in most cases).
Rabadon's is necessary for the midgame power spike. There is no better item to go "full agression" after Athene's, unless you gamble on killing a single target with DFG (but that works on very few champions like Syndra and LeBlanc) or desperately need Zhonya to survive enemy dives.
Void Staff is the answer to enemies purchasing MR, but works against targets with no MR as well.
The dominance of Holy Trinity not only limits the options of available builds for the popular mages, but it also keeps the champion pool small. It will always be who utilizes the build the best who will get picked.
According to this poll, 70% people agree that we need more options, and only 20% are satisfied with the current state of midlane items.
##The Dead End Options
Let's start with the basics - what item can be rushed and purchased first? Unlike AD Carries, mages can't keep farming with basic attacks. This makes some sort of mana regeneration mandatory in every mage build. Some mages, especially assassins, make do with a Doran's Ring or two and a blue buff, but for any mage who needs two spells to clear a wave, that's not enough. What mana regen item to build, then?
Tear gives zero offensive or defensive power in all-in trades. The only champions who dare to go for it are those with mana scalings.
Catalyst used to be a thing, but Rod of Ages doesn't synergize that well with other AP items... aside from Archangel's Staff. And we just said that Tear isn't really a safe item.
Forbidden Idol builds into only one AP item and that's Morellonomicon. Problem with Morellonomicon is that its passive is garbage in midlane and doesn't give any "power spike", making it worse to rush than Athene's.
CHALICE, FOOL. Godlike passive scales up the mana regen with base regen, masteries, Doran's Ring, and blue buff. Also, it has MR, which can save your immobile butt.
So, this is the conjunction of two things: for most mages Chalice is the only good laning item and it builds into only one AP item. So all we need to break the Athene's monopoly is an alternative Chalice upgrade we can continue and from there.
Warning: The following concepts are merely that. Concepts. The important thing is that we defined the problem, below is simply a possible and probably imperfect solution.
##First Purchase: Athene's and Alternatives
First things first, introducing new items might be a perfect moment to repurpose
Athene's Unholy Grail, reverting some of the nerfs. Possible actions:
- Lower the CDR to 15%. This highlights Morellonomicon as the best CDR option and allows to stack CDR from multiple items with no loss (considering 5% from masteries).
- Revert the oldest nerf: to AP. With alternative Chalice upgrade, this item could be clearly redefined as the offensive option. Increase the price accordingly, possibly throw in an extra Amp Tome in recipe. Total cost of an 15% CDR / 80 AP version should be about 3000g.
Alternative Chalice upgrade, first draft:
Chalice of Harmony +
Aether Wisp + 870 g = Ethereal Robe (total cost: 2700 gold) 60 ability power, 25 magic resistance, 10 mana regeneration per 5, 5% increased movement speed Unique Passive - Mana Font: Gain 1% increased mana regeneration per 1% of mana you're missing. Passive: For every nearby enemy champion, you gain 5 MR and 1% movement speed.
- Passive is a rough sketch, but the theme is "safer in bigger fights". For most mages this will be fairly similar to Athene's, just with lower AP.
- This is definitely the defensive option, without guaranteed mana replenish on kills and assist or CDR to help spam spells or keep ultimate off cooldown at all times.
- Base MR in 1v1 laning is 30, in case of jungler gank 35. This is "I want safety" item.
- Alternative effect: "Ethereal Form" active - root yourself in place, but gain bonus magic penetration and CC immunity (similar to Xerath's Locus of Power).
- Other alternative effect: Gain up to 5% MS basing on missing mana. This is based on a joke about the "A New Dawn" cinamatic: Why is Ahri running and not casting spells? OOM.
Next step to broadening AP itemization is providing a mana regeneration in clash with AD champions. We've seen people, even pros, building Athene's even against Zed, because its mana regen is too stupidly good.
Seeker's Armguard +
Forbidden Idol + 840 g =
Ohmwrecker (total cost: 2700 gold) 60 ability power, 45 armor, 10% CDR, 10 mana regeneration per 5 Active: Disables a tower for 2.5 s. 120 second cooldown.
- My previous draft of Ohmwrecker got criticized for providing no stats useful for towerdiving. Well, armor seems to help.
- This set of stats for such price is very efficient, so pairing it with a situational active seems like a good idea.
- For midlaners, this becomes the "safety pick" against AD, but doesnt give that much AP.
- Unlike Zhonya's, this item does not provide a huge "Now you can't kill me" button, so it gives some room for the likes of Zed.
- Can possibly be used by toplaners with AP scalings (hello Maokai).
This breaks the core of the problem - lack of variety in rushable AP items for mana regen. With one new upgrade to Chalice and one new for Idol, I think we're good to go.
##Digging Deeper
Void Staff is currently a must have in every mage build, pretty much regardless of what enemy they target. This makes late MR purchase on carries unsatisfying, since the midlaner will most likely already have VS to deal with the bruisers. Changes I'd suggest include:
- Changing the effect from total MR penetration to bonus MR penetration, much like Yasuo's ultimate. This way the item becomes better in its niche - dealing with megatanks like Dr. Mundo, and worse where it shouldn't be too strong - bursting squishies.
- Bonus MR penetration should be around 40%, with base AP possibly increased to 80 to keep in line with the new tier trend.
I would also consider the following change to
Deathfire Grasp:
- Damage (15% health) removed
- Debuff now increases all damage done to target (both physical and magical) by 25%
It's not exactly a good gameplay pattern when enemy midlaner can miss skillshots and still 100-0 you (see: Ahri in today's SHC vs SK game). It's completely fair, though, if enemy jungler ganks you and they 100-0 you in a 2v1 situation.
DFG should be a viable item for assassins, but it doesn't mean they should be able to roll over their lane opponent every time they come back to 1v1.
##Bringing Back The Old School
In Stattik's Q&A, my assessment of the problem was commented by Stattik:
This is definitely an issue that we have struggled with a lot internally. We call this class of characters the "Immobile Mid-Lane Mages" and I 100% agree with your identification and breakdown of the problem. (...) As far as itemization goes, I know the Systems team is looking into different the lesser used items such as Rylai's. The lack of Mana Regen in the Rylai's + Liandry's combo is interesting (I believe most stack a few Doran's Rings to try to get around this), but overall I think it might be pointing out a larger issue in our game which is our ever-growing pool of Resourceless champions and how we have maybe warped the game to allow Mana users to compete with the resourceless guys over time.
The sheer effectiveness of the
Liandrylai
combo on immobile "oldschool mages" such as
made me rethink the whole issue. What if we're looking at this wrong? We're trying to make those "nukers" viable in their task to burn squishies in an AoE combo, but that's an assassin's job! Why not take the anti-tank DPS potential and go from there?
The problem with Liandrylai is that for 5800 gold it provides 800 HP, 130 AP and zero mana regen. And although not all of those immobile champions need CDR, they definitely need mana to clear minion waves as the game progresses. That much excessive health does not help at all, since once those champions get caught in the crossfire, they will die anyway, especially this early.
Stattik's response mentioned using Doran's Rings to get the necessary mana, but that's another 160 health right there and mana regen from rings is not that much. In the end, it's either Liandry rush and mana starvation, or Athene pickup and delayed power spike (Athenes + Rabadon on a popular midlaner is better than Athenes + one part of Liandrylai combo on immobile combo mage).
There's hope that Riot sees the problem, though. From PBE patch notes:
Rylai's Crystal Scepter
- Health reduced to 400 from 500
- AP increased to 100 from 80
I don't know if that's enough, but at least it's something. I think, however, that we could rework Rylai's a bit more. Midlaners don't need that Giant's Belt - if they want health, they have RoA and Liandry's Torment. In top lane, the only bruiser using it is Rumble and the mages who would want his item outnumber him.
Rylai's could become a Blasting Wand + Chalice/Forbidden Idol item outright, or, if we want to preserve the HP option, there's also a possibility of making it an advanced item building into two alternatives - the AP version and the HP version. For example:
+
+ 140 g =
with 40 AP, 250 mana and the slow passive (reduced to 1s from 1.5s)
+
+ 600 g = "the Rumble upgrade" with 60 AP, 300 mana and 500 health (possibly increased slow strength/duration to 2s)
+
+ 200 g = "the mage upgrade" with 120 AP and 300 mana (possibly MR reduction on slowed targets)
The direction presented above can be applied with Ruby Crystal or any stat, really. Just take into consideration that Rylai's is currently a rather rare item in toplane (Iceborn Gauntlet provides a much better slow) and would fit midlaners much better.
The general note in here is tha Rylai's could use a change, and the current one on PBE is already nice, but still doesn't make the item as a good thing to rush as Athene's is for in-metar mages.
##Summary
Athenes' monopoly needs to broken - but not by nerfing the item to oblivion, since Chalice responds to core issues of "standard mages", which is the desire for safe laning and midgame power spike. The easiest way to do it seems to be introducing an alternative AP Chalice upgrade, with either Aether Wisp or Blasting Wand.
Other changes are optional, but could help broaden up available possibilities and fix some unhealthy interactions.
##Next discussion
With supports and mages out (we'll likely revisit them in the future), it's time to take a look at Jungle. Tank junglers still feel vulnerable and underwhelming, even with Quill Coat, and Feral Flare is both unsatisfying for its users (takes long to stack) and frustrating for their teammates (again: takes long to stack), waiting for that guy to finally gank somewhere.
Any feedback, positive or negative, is more than welcome. To people voting "The problem lies elsewhere", please do explain what do you have in mind, if you mind.
Talisman of Ascension
Aether Wisp + 870 g = Ethereal Robe (total cost: 2700 gold)
60 ability power, 25 magic resistance, 10 mana regeneration per 5, 5% increased movement speed
Unique Passive - Mana Font: Gain 1% increased mana regeneration per 1% of mana you're missing.
Passive: For every nearby enemy champion, you gain 5 MR and 1% movement speed.
Seeker's Armguard +
Ohmwrecker (total cost: 2700 gold)
60 ability power, 45 armor, 10% CDR, 10 mana regeneration per 5
Active: Disables a tower for 2.5 s. 120 second cooldown.
+
+ 140 g =
+ 600 g = "the Rumble upgrade" with 60 AP, 300 mana and 500 health (possibly increased slow strength/duration to 2s)
+ 200 g = "the mage upgrade" with 120 AP and 300 mana (possibly MR reduction on slowed targets)
would fit better than
