My ideas for marksman item changes:

Mr Dander·12/30/2018, 1:21:06 AM·1 votes·1,925 views

These are my ideas for marksman items that I personally prefer over the ones Riot suggested.

First some small component item changes to prepare for the larger changes:

ADJUSTED - Dagger:

  • Cost has been reduced to 250g from 300g

  • Attack speed has been reduced to 10% from 12%

NOTE: In preperation for the Zeal item changed below.


ADJUSTED - Zeal:

  • Total cost has been reduced to 1050g from 1300g

  • Attack speed has been reduced to 10% from 15%

NOTE: More preperation.


RETURNING - Cloak of Agility: Cost: 800g +20% critical strike chance


And now the larger changes:

REWORK & PARTIAL REVERT - Infinity Edge:

  • Recipe has been changed into: B. F. Sword + Pickaxe + Cloak of Agility

  • Total cost has been increased to 4000g from 3400g

  • Attack damage has been increased to 80 from 70

  • REMOVED: UNIQUE: Doubles your critical strike chance.

  • REMOVED: UNIQUE: When critically striking champions, converts 10% of critical strike damage to true damage.

  • NEW: UNIQUE: +50% critical strike chance

  • NEW: UNIQUE: Increases your critical strike damage by a fair and balanced amount.

NOTE: I don't like Riot's idea of Infinity Edge being built out of Zeal, since I feel like the item overlaps too much with the other crit items that way, I also don't like how expensive it was, so this is my cheaper version with the attack and movement speed removed.

ADDITIONAL NOTE: Honestly, I'm not that into reverting Infinity Edge. Don't get me wrong; I don't like the current live version either, because I think it feels useless on its own and I just don't like how much true damage there is in the game currently. But still, I think that the old Infinity Edge was pretty unhealthy too, but I do prefer it over the current one. Just wanted to share my thoughts on that, let me know if you have a different suggestion for Infinity Edge though.


REWORKED - Phantom Dancer:

  • Recipe has been changed into: Pickaxe + Zeal + Dagger

  • Total cost has been increased to 2800g from 2700g

  • NEW: +25 attack damage

  • Attack speed has been reduced to 25% from 45%

  • Critical strike chance has been reduced to 25% from 30%

  • ADJUSTED: UNIQUE - LAMENT: Grants 15% damage reduction against the last enemy champion you basic attacked or critically struck (lasts for 10 seconds and refreshes with each basic attack and critical strike).

NOTE: The dueling option. LAMENT can now also be applied through crits, making it better on Gangplank.


NEW ITEM - Spectral Prancer: Recipe: Pickaxe + Zeal + Stopwatch Total cost: 2800g +25 attack damage +25% attack speed +25% critical strike chance +5% movement speed UNIQUE - Lifeline: Upon taking damage that would reduce health below 30%, grants a shield that absorbs 280 damage and grants 40% decaying movement speed for 5 seconds (90 second cooldown)

NOTE: The defensive option. I don't like the idea of competely reworking Phantom Dancer since it's such a good item, so instead of replacing Phantom Dancer with this item I made it its own item.


REWORKED - Rapid Firecannon (Ranged Only):

  • NEW: Limitation: Can only be bought on ranged champions.

  • Recipe has been changed into: Pickaxe + Zeal + Kircheis Shard

  • NEW: +25 attack damage

  • Attack speed has been reduced to 25% from 30%

  • Critical strike chance has been reduced to 25% from 30%

  • The damaging on-hit unique passive has now been named ENERGIZE STRIKE as to not overlap with other energize items such as Stattik Shiv and now also Stormrazor.

NOTE: The single-target, poking option. Is now a ranged champion only item, since it's mostly meant for range and poke it doesn't make sense on melee champions, and also because there are so many melee only items.


REWORKED - Stattik Shiv:

  • Recipe has been changed into : Pickaxe + Zeal + Kircheis Shard

  • NEW: +25 attack damage

  • Attack speed has been reduced to 25% from 35%

  • Critical strike chance has been reduced to 25% from 30%

  • The damaging on-hit unique passive has now been named ENERGIZE STRIKE as to not overlap with other energize items such as Rapid Firecannon and now also Stormrazor.

  • ADJUSTED: UNIQUE - ENERGIZE STRIKE: Your next basic attack or critical strike (on-attack) sparks lightning that bounces up to 5 units within 400 range of each other, dealing 60 − 140 (based on level) bonus magic damage on-hit.

NOTE: The multi-target, wave clearing option. It can now also be applied with crits, making it better on Gangplank.


REWORKED - Stormrazor:

  • Recipe has been changed into: Pickaxe + Zeal + Kircheis Shard

  • Attack damage has been reduced to 25 from 60

  • Attack speed has been reduced to 25% from 35%

  • NEW: +25% critical strike chance

  • REMOVED: UNIQUE: If you haven't cast your basic attack for 3 - 0 (based on bonus attack speed) seconds, gain STORM'S EDGE.

  • REMOVED: UNIQUE – STORM'S EDGE: Your next basic attack critically strikes for 140% - 200% (based on critical strike chance) damage and grants 20% bonus movement speed for 0.75 seconds.

  • NEW: Passive: Moving and attacking will make an attack Energized

  • NEW: UNIQUE - ENERGIZE STRIKE: Your Energized attacks deal 60 - 140 (based on level) bonus magic damage on-hit and grants 40% movement speed and slow resistance for 0.5 seconds

NOTE: The kiting option.


ADDITIONAL NOTE: I reduced the attack speed on all crit items but added attack damage as compensation, this is to make marksmen's kiting easier, get rid of attack speed overcap, make attack speed a more valuable stat indirectly buffing Berserkers Greaves, improve their spell damage and smoothen out their power curve. I got these ideas from Phreak's two recent videos on marksmen. I also made the energize items unstackable because I'd like there to be more variety and choice when it comes to crit items. Might need some compensation buffs to those items through.


REWORKED - Essence Reaver:

  • Recipe has been changed into : B. F Sword + Pickaxe + Sapphire Crystal

  • Total cost remains the same

  • REMOVED: +20% cooldown reduction

  • NEW: UNIQUE: Gain 0% - 30% (based on your ultimate's level) cooldown reduction

  • ADJUSTED: UNIQUE: Your basic attacks refund 1% of your maximum mana on-hit

  • REWORKED: UNIQUEESSENCE FLARE: After casting a spell, your next basic attack against an enemy champion within 10 seconds refund 25% of your remaining basic abilities cooldowns

NOTE: I actually like the new Essence Reaver, I think that it's more well-defined and balanced for spell caster marksmen, yet I still think it has its issues, mainly that a lot of auto-attack focused champions are buying it as well, so I don't think it should be granting attack speed, so I removed it. I also made some additional changes to make the item more fitting for caster marksmen, these changes include giving the item a partial revert by making the cooldown reduction a scaling stat again but this time based on your ultimate's level instead of your crit chance, increasing the mana refund by changing it to maximum mana instead of missing mana and implementing a Sheen like mechanic to Essence Flare in order to make it more spell based and less ultimate or damage reliant. These changes would hopefully make the item less appealing to auto-attack focused champions and more appealing to spell focused champions.


REWORKED - The Bloodthirster:

  • REMOVED: UNIQUE: Your life steal overheals you, converting the excess healing into a shield that absorbs up to 50 - 350 (based on level) damage and decays when out-of-combat for 25 seconds.

  • NEW: UNIQUE - A THIRST FOR BLOOD: Become shielded for the amount of health you restore through life steal and spell vamp against enemy champions for the next 5 seconds, up to a maximum capacity of 50 - 350 (based on level) (45 second cooldown). The shield's duration refreshes each time you restore health (again through life steal and spell vamp), and goes on cooldown when the shield reaches its maximum capacity.

NOTE: Is now more useful in fast-paced combat and a better defensive option towards assassins and divers, also now synergies with Death's Dance a bit.


REWORK & PARTIAL REVERT - Banshee's Veil:

  • Recipe has been changed into: Negatron Cloak + Null-Magic Mantle + Rejuvenation Bead

  • Total cost has been reduced to 2500g from 3000g

  • Combine cost has been increased to 1180g from 800g

  • REMOVED: +75 ability power

  • Magic resistance has been increased to 80 from 60

  • NEW: +125% health regeneration

NOTE: To bring back the defensive options from the good ol' days! This would be the magic resist option.


REWORK & PARTIAL REVERT - Guardian Angel:

  • Recipe has been changed into: Chain Vest + Stopwatch + Rejuvenation Bead + 950g

  • Total cost has been reduced to 2500g from 2800g

  • REMOVED: +45 attack damage

  • Armor has been increased to 80 from 40

  • NEW: +125% health regeneration

  • The revive passive has now been named STASIS as to not overlap with Stopwatch or Zhonya's Hourglass.

NOTE: Ditto! But as compensation, since Banshee's Veil is currently an AP item, removing the AP to open up the item would seem unfair unless we gave Guardian Angel the same treatment. This would be the armor option. This version does not work together with Zhonya's, so you have to make a choice between the two. An additional change would be to give all statis items such as Stopwatch, Zhonya's and now Guardian Angel a shared cooldown so that they won't stack.


That's was all I had! Hope you guys like it, let me know what you think!

And remember; these are just my personal preferences, so they might not be ideal, but I hope you like them anyways!

5 Comments

DerZermetzelte12/30/2018, 11:24:18 AM1 votes

Just a small headsup for the cost efficiency:

It is intended to make larger items more cost efficient than their smaller counter parts, since buying them is coupled with a long delay before acquiring them (drought period of stats), and the items they will build into are limited -> risky investment.

Here an example from the mage items:

  • item 1052 435 Gold / 20Ap = 21,75 G/Ap
  • builds into item 3113 item 3108 item 3124 item 3191 item 3135 item 3136 item 3802 item 3916 item 3116 item 3145
  • Notice how most of these are versatile components themselves. Low investment risk, since you can do anything with them due to their flexibility
  • item 1026 850 Gold / 40 Ap = 21,25 G/Ap
  • builds into item 3102 item 3100 item 3285 item 3027 item 3135 item 3151 item 3165 item 3312
  • Still quite versatile, especially since some of these items have components that you can keep for a longer time. So switching the buildpath is easier when needed.
  • item 1058 1250 Gold / 60 Ap = 20,83 G/Ap
  • builds into item 3089 item 3907
  • Commitment to go hard or go home. No backing out of this buildpath when you mess up. Super risky
DerZermetzelte12/30/2018, 11:40:17 AM1 votes

About the other suggestions in general:

Too many changes are justified with "because I like it" or "it becomes better on GP". Seems very biased. While some changes make sense, it seems more like a lucky punch at times. What are your intentions for the power curve? Why do you think it's balanced? At least provide a rough general scenario that explains how this isn't just rolling dice. Example: What makes you think reverting IE is a good idea, when the last time it was like this it led to adc oneshotting people, while their actual role was supposed to be sustained dps? It just seems like you buff it because adc get generally stronger from it, with no regards to overall game balance.

Also: If you poach into the items of other classes (Banshee's), you're kicking up a hornet nest. Is there any wellfounded reason to simply remove an item for them without affecting the balance of the mage class?