Proposed Fix for Essence Reaver
Alright, lets look at the current Patch 4.12 Essence Reaver
Essence Reaver = B.F. Sword 1550g + Vamp Scepter 800g + 1050g (Recipe Cost) - Total Cost: 3400g
Stats
- Attack Damage = 80
- 10% Lifesteal
- 10% Cooldown Reduction
- UNIQUE Passive: You gain 2% to 8% of the damage dealt by basic attacks as Mana. This effect increases based on how much Mana you are missing.
So the problem with this item, it's trying to solve the Mana Issues which are only really prevalent in early game, but we have to shell out 3400g to solve it. Which is usually to the point where most champions aren't going Out Of Mana after a spell rotation or in a couple of minutes.
It also has the problem of a poor build path, saving up for a B.F Sword, delayed power spike, and then a whopping 2nd delayed power spike of 1050g.
Now lets say you did buy this item first. You're fighting a different champion now who has rushed several different items, with far greater advantages rather then just "not being gated by mana."
I went ahead and compared it to the most common rushed items.
Compare it to BloodThirster 3500g
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+80 Attack Damage
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+20% Life Steal
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UNIQUE Passive: LIfesteal is now Unique
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UNIQUE Passive: Your lifesteal can now overheal you. Excess life is stored as a shield that can block 50-350 damage, based on champion level.
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This shield decays slowly if you haven't dealt or taken damage in the last 25 seconds.
So the Enemy has 10% more lifesteal, which means greater sustain and can stay in lane longer, and trade more often. And also grants a Overheal shield, which also helps with being all-in'ed and trades. But slightly delayed by 100g
Compared to Blade of the Ruined King 3200g
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+25 Attack Damage
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+40% Attack Speed
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+10% Life Steal
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UNIQUE Passive: Basic attacks deal 8% of the target's current Health in bonus physical damage (max 60 vs. monsters and minions) on hit.
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UNIQUE Active: Deals 10% of target champion's maximum Health (min. 100) as physical damage, heals for the same amount, and steals 25% of the target's Movement Speed for 3 seconds (90 second cooldown)
Enemy gains Attack Speed, damage through target's Maximum Health, (raw DPS) an Active which gives kiting potential, burst potential, dueling potential, a better build path so you aren't sitting on 1k gold first power spike and another 1k gold second power spike.
Compared to Infinity Edge 3800g
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+80 Attack Damage
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+25% Critical Strike Chance
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UNIQUE Passive: Critical strikes deal 250% damage instead of 200%.
They gained 25% Critical Hit Chance, RNG trading, and the raw damage increase to critical strikes to 250%.
Compared to Trinity Force 3703g
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+30 Attack Damage
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+30 Ability Power
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+30% Attack Speed
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+10% Critical Strike Chance
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+8% Movement Speed
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+250 Health
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+200 Mana
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UNIQUE Passive - Rage: Basic attacks grant 20 Movement Speed for 2 seconds. Kills grant 60 Movement Speed instead. This Movement Speed bonus is halved for ranged champions.
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UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals bonus physical damage equal to 200% of base Attack Damage on hit (2 second cooldown).
They've gained 30 AP, 30% Att Speed, 10% Crit chance, 8% Movement Speed, 250 Health, 200 Mana, which help with raw DPS, trading, all-in's, MANA ISSUES, large kiting potential/chasing potential, burst potential, very large powerspike.
ALRIGHT, so enough of that, lets try to actually fix this item.
Make Essence Reaver, not an End Game Item, but an early game item.
(New) Essence Reaver 2 x Faerie Charm 360g + Long Sword 360g + Recipe Cost 80 = Total Cost 800
Stats
- 10 or 15 AD
- UNIQUE Passive: You gain 2% to 8% of the damage dealt by basic attacks as Mana. This effect increases based on how much Mana you are missing.
So, the bonus AD, Recipe Cost, and Total Cost are of course just placement holders, and are subject to change. Now we have the fairly inexpensive item, which you can buy on your first/second back, that solves your mana issues, with a build path that's achievable extremely early if you start Long Sword (Doubt that would happen.)
And the end game Item
???? (Obviously Placeholder as I'm not good with naming things.
Stats - Essentially Essence Reaver's Live Values as of 4.12
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+80 Attack Damage
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+10% Life Steal
-
+10% Cooldown Reduction
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UNIQUE Passive: You gain 2% to 8% of the damage dealt by basic attacks as Mana. This effect increases based on how much Mana you are missing.
????? = Essence Reaver 800g + B.F. Sword 1550g + Vamp Scepter 800g + Recipe Cost 250g
With this, now we have an item that is slot efficient, and gives the CDR and AD that the champions this item is focused on, desire. Only problem, what would the New Essence Reaver build from? Well, I don't know. That's a different problem that I'm not trying to solve at the moment.
I think with these changes that Essence Reaver would be a much more desirable item and seen much more, while not being so Over Powered that everyone or the 100% rush this item first problem.