a Sunfire Cape suggestion

watbesh·7/14/2014, 6:15:19 PM·1 votes·2,528 views

Hello fellow summoners and possibly rioters.

TL;DR - My idea here, is about disabling/limiting item 3068's damage in certain situations, without a toggle. Details and reasons below.

In a recent patch, We got item 3205 and the new item 3207, whose passive is about dealing DoT to the jungle monsters without problems that DoT items would cause. We have another item that can be good on a jungler, item 3068, which actually has some problems. I know there were a couple of threads about Sunfire, but I just want to put my thoughts here...

First, I write down the Sunfire's problems (which I know) here.

  • Kills item 3117 by damaging monsters and minions.
  • Accidentally steals Buffs.
  • Draws turret aggro while split-pushing.

A small fixes would reduce these problems to some extent. Here are the changes I wish to suggest.

  • Only deals damage if the champion is already in combat, so it won't kill the Boots so often.
  • Does not finish monsters, so it won't steal Buffs or Conservation gold triggers. Also leaves small monsters for counter-jungling, where you want to leave one small monster.
  • Sometimes, these are not enough, so has an active that temporarily "turns off" its damage, so it won't draw turret aggro that easily. To "turn on" the damage again, activate it again or harm a champion or a neutral monster. This would also help when you are running and trying to go out of combat (with Mobi Boots).

...and, as I searched the forum for Sunfire change suggestions, all suggestions I could find are about giving it a toggle. I don't love those very much. As a not-so-skilled player (read: noob), I would often forget to re-toggle Sunfire on. And if I were good enough, I would sometimes dislike having to press a hotkey twice when most of the problems could be solved easily...

oh, of course this changes have some downsides. Those which I thought of are, that the changes themselves would take some time for coding and debugging, that they would kill the downsides of Sunfire (is it a problem? the downside is not being a late-game item and its gold cost!), and that they would make Sunfire less powerful on Teemo.

Sorry for the huge wall of text, and probably bad English (not my first language). Thanks for reading!

I would like to hear your thoughts.

7 Comments

RiotPhreak7/14/2014, 7:32:06 PM7 votes

Toggles aren't great because of the really high chance to just leave it off forever on accident. I know it's "your fault" but it's just sort of irresponsible on a game design standpoint when you actually just want it on like 99% of the time.

I do sort of like the "can't last-hit Buff Monsters" and "doesn't deal damage until you're in combat" and I'll bring it up.

However, and maybe this is a bad argument to make, because Sunfire Cape is an item, and thus an optional purchase, I think it's somewhat acceptable to have experienced players say, "Hmm... if I buy this item, I might nerf my Mobility Boots. Maybe I shouldn't." Not saying it's a GOOD line of reasoning, just one that's possible with items.

Mr Kryp7/14/2014, 7:05:47 PM1 votes

I think a toggle would be fine.

ILoveTiramisu7/14/2014, 8:07:26 PM1 votes

I don't like this item because it deals low magic damage and defensive stats are low. This item cannot makes the difference. I think item need to scale with health than level like 25+1% health.

Linna Excel7/14/2014, 9:11:23 PM1 votes

Ancient Golem's passives are kind of worthless outside of the jungle. Even in the jungle the sustain ends the second enemies stop attacking you. The only thing it has going for it is the armor bonus.

At least elder lizard does its damage to everyone you AA.