Item Creation Contest Entry: Starseeker's Compass

Vealerius·11/25/2017, 7:03:13 PM·3 votes·734 views

Greetings, fellow Summoners!

So, this is my entry to the Item Creation Contest. Let me present you the idea I've had. I hope you will find it interesting!

Starseeker's Compass

  • 60 Ability Power
  • 10% Movement Speed
  • 20% Cooldown Reduction

UNIQUE Active: Guidance - Reveals a Solar Shard on the map. Currently revealed Solar Shard lasts on the map for 50 seconds (100 second cooldown). Solar Shards can only be picked up by the wielder. UNIQUE Passive: Solar Nourishment - Picking up a Solar Shard increases Ability Power by 5 (up to maximum of 60 bonus Ability Power). UNIQUE Passive: Starlight - Picking up a Solar Shard while at maximum Ability Power bonus grants a burst of movement speed and bonus 30 Ability Power for 4 seconds.

Additional information

  • Solar Shards are small, glowing objects that spawn randomly around the map when a Starseeker's Compass is used. They tend to spawn in areas of the river, while there is a small chance that they spawn in the enemy team's jungle, which makes picking up the shard a little bit risky.
  • If the wielder is successful in gathering all Solar Shards in time, the Ability Power cap should be reached in approximately 20 minutes from buying the Compass.

Origin of the name

  • I guess this is a bit self-explanatory, since you look for and pick up Solar Shards, so you are practically a star-seeker. And why compass? Well, because compass always sets you in the right direction, and so does this item. Plus I think it sounds cool.

Build Path

item 3113 (Aether Wisp - 850 Gold) + item 3108 (Fiendish Codex - 900 Gold) + Combine Cost - 1150

TOTAL COST - 2900

  • Since Aether Wisp is the only AP item that actually gives movement speed, I think it makes a perfect sense to include it in the build path. And a Fiendish Codex, while being a very cost-effective item, also gives the Starseeker's Compass a dark-ish look, which is cool. And, I guess the combine cost's purpose is quite obvious, since this item is quite strong, it also needs to be quite expensive.

Usage and ideas

  • So, my initial plan was to create an item, that woulds support the roaming of mages of mid lane. Since AD champs like Talon, Zed or other assassins already have these lethality items, that are precisely suited for roaming (since they grant movement speed and disable wards etc.), mages don't really have such items. Of course, Luden's gives a little bit of movement speed, but let's be honest, I don't think it's the item you would call a roam item.
  • And so I created the Starseeker's Compass, which serves practically as an item, that forces you to leave your lane if you decide to buy it. And because the Solar Shards spawn mostly in river, it will encourage you to go and try to pressure nearby lane when you are going for the Shard.
  • Also, the Starlight passive allows the item to stay relevant in late game and encourages the wielder to look for skirmishes in the river/in the jungle. This also allows the wielder to more easily contest objectives like Scuttle Crab, Baron or Dragon.
  • While the item's initial power spike is not that powerful as is e.g. Morello's or Luden's, it is designed to provide you with gradual increase of your power, that ramps up over the course of the game. And thus, the final form of Starseeker's Compass is a little bit more powerful than these two items, since you have to actually work for it.
  • I personally would rush this item, as it works similarly to Rod of Ages; the sooner you buy it, the faster you'll be able to strengthen it.
  • This item might also work on supports like Bard. However, I think, that the amount of time you would have to spend away from your carry is quite substantial, so the choice is a little bit questionable. It could work, however.

Thanks for taking the time to read this concept, and I'll be happy to read any feedback you guys might have in the comments below!

2 Comments

War The Horseman11/26/2017, 1:53:04 AM3 votes

Me like this. Well kind of...

Ok prepare for a wall of text.

I feel like there should be no time limit on picking up the shards (will explain bellow why) but it should not scale all the way to 120AP 20% CDR and 10% MS. (Considering transcendance exists now this item should not go over 100 AP)

#Still with a few changes I wouldn't mind seeing it on the rift.

##Basically what I would like changed about the compass is:

_**

Starseeker's Compass

  • 70 Ability Power (+10 AP cause your version starts out really weak gold efficiency wise)
  • 10% Movement Speed
  • 20% Cooldown Reduction

UNIQUE Active: Guidance - Reveals a Solar Shard on the map. ~~Currently revealed Solar Shard lasts on the map for 50 seconds ~~ Item has the potential to get you into a lot of trouble if at the 30 min mark you activate it and it drops the shard in a unwarded area of enemy jungle. Greedy people will go "GUIDANCE ACTIVATE! Ha at the enemy red buff is my next shard! Better go grab my 5 AP in the next 50 sec and nevermind that it's dark and dangerous! The fact that baron is alive as are all 5 member of the enemy team is of no consequence either! LETS GOoo!" (12 sec later dies to ambush at enemy red buff, enemy team gets baron and reks your nexus).

60* second cooldown on Guidance cause stacking it should take no more than 10 minutes considering you can't reliably get it before 12 minutes and most games end before 30 minutes. Solar Shards can only be picked up by the wielder. UNIQUE Passive: Solar Nourishment - Picking up a Solar Shard increases Ability Power by ~~5 ~~ 3 (up to maximum of 30 bonus Ability Power).

UNIQUE Passive: Starlight- Picking up a Solar Shard while at ~~maximum Ability Power bonus ~~ (this should work even when you pick it up before you are full stacks as any big item should have passives you can do stuff with) grants a burst of 15% (you did not specify and this seems reasonable) movement speed and bonus 30 Ability Power that goes down to zero (deteriorates) over 10 sec. (1 sec ticks)

So you lose 1.5% MS and 3AP per 1 sec until you are back to normal (glowing reduces visually as well as buff is ending).

So picture this you pick up solar shard and start glowing like a motherfraking Solari but then after 4 sec you just stop glowing.... Like it makes no sense man. If you pick a source of light energy you should glow brightest right after taking it and the slowly fade to normal as you use it up.

_**

#TL;DR:

Changes this item needs in my eyes:

  • 30 Max stacking AP from shards (not 60)
  • 60 sec CD on Guidance => 1 minute cause I feel that getting that item at 12 minutes and not having it stacked by 22nd minute would feel bad considering it's a pure stats item with a very conditional passive.
  • Shards don't expire! (Pressure from time limit and greed will lead to dumb choices and the item detrimental to teamplay and strategy)
  • Starlight should work from the moment you have the item (not only after full stacks) you get big items for the passive power spikes. Item with no interesting passive until 30 minutes in is just a stats stick. Proposed Starlight => 15% MS and 30 AP that goes down to zero over 10 sec. (1 sec tick -1.5% MS and -3AP)
  • If shards don't expire this will opt into some interesting strategies. (Like making sure the enemy jungle is full of shards cause you don't pick em up and then you smash a teamfight arround dragon with extra mobility from picking up two or tree) It's gonna be balanced cause of the long setup. Still I can see it going ridiculous in a long game so maybe we can limit the shards on the map to 8.

#P.S. You did not calculate the gold efficiency of your item bro.

http://leagueoflegends.wikia.com/wiki/Gold_efficiency

I am a nice guy so I will do it for ya

Your version unstacked:

60 AP => 60x21.75 = 1305 Gold 20% CDR => 20x26.6 = 532 Gold 10% MS => 10x39.5 = 395 Gold

Total gold efficiency unstacked => 2232 GOLD (Item costs 2900 to buy) => 76.9% Gold efficient (that is pretty bad for a 2900 gold item bro.)

I mean I would not be able to buy this item even if it's perfect for my AP Energy assassin (no gold wasted on mana. Gives AP, CDR and MS) simply cause it doesn't give enough and will make my power spike down just as the mid game hits and the teamfighting starts.

_**

Now my version unstacked:

Same as yours but with 2 changes:

+435 (10 extra AP) bam 2667 gold in stats => 91% gold efficient (Still a spike down but I don't feel downright robbed of my gold at the start of the mid game)

My changes also give it the passive you could possibly make a use of in the mid game: 15% MS and 30AP (deteriorating) for 10 sec. If it drops a shard around dragon or herald you could potentially imediatelly make use of the passive for a window of power where you are

  • 592.5 Gold in MS and + 652.5 Gold in AP = 1245 Gold in stats on taking a shard and then you lose 124.5 gold a second until you are back to normal in 10 sec.

_**

Your stacks give out 5 AP every 100 sec (but unreliably) (1 AP every 20 sec under perfect conditions) up to a cap of 60 AP.

So the curve is kind of screwed. Item starts ridiculously weak and is unreliable to stack it. Let me present 2 scenarios

##First - Your team is winning early you went 0/0/0 in lane but farmed reasonably well and got item at 12 minute mark.

If your team is doing well you could stack it more reliably as you will have river control and even some deep wards. (even if you yourself got a power drop when you bought it) so every 100 sec you get 5 AP (113.75 Gold or 3.9% Gold efficiency) Item has 76.9% gold in stats at grabing it. After getting 6 stacks (23.5%) you are breach the 100% gold in stats.

So you just spent 10 minutes (almost the entire mid game) chasing around randomly placed shards instead of pressing your team advantage with a more offensive and efficient purchase and closing an already well started game (or at least breaking an ihibitor). Congratulations you gave the enemy team chance to wave clear, farm up and catch up to your team.

For what? So you can get an extra 30 AP in the next 10 minutes doing the same BS? That 30AP is 23.5% extra gold efficiency on your Compass. So in 31 minute game under perfect conditions your Compass gets to ~124% gold efficiency without it's passive (which is an extra 860 gold in AP(40) + unspecified MS for 4 sec window and extremely conditional on an EXTREMELY long CD of 100 sec)

No offense bro but the item just makes no sense. I am a great lover of stacking mechanics and late game insurrance but this costs you too much in the mid game.

#Scenario 2 - your team is losing you are 0/0/0 and got item at 12 minutes (cause enemy got 1st tower not your team)

Bam they take river control. Bam you miss 1 out of 3 shards due to enemy map controlling the areas they spawn in while your team is tower hugging.

BAM you lose inhibitor at 24 minutes while your 1st item has yet to reach it's worth in stats. (in those 10 min you collected 4 out of 6 shards and have 20 AP from the stacks when you need 30AP (10 more) for the item to even be worth it's gold.

BAM you nexus goes BAM BAM cause your team surrendered as the enemy broke it cause you buy useless items.

Why would I grab that item over Nashor Tooth (energy champs) or Morello (mana champs) ?

Nashor tooth gives me 140% gold in stats back on purchase (with potential for extra 12.5% for every 100 AP from other items/Runes) https://i.gyazo.com/15e21f3532f9a80d3545520fd840f962.png

Morello gives me 113% gold in stats (and solves any mana regen problems for my champ + reducing healing when someone gets low) https://i.gyazo.com/ea99f4cb90cc710f4eace5feb6977af7.png

Your item the way you presented it is vastly inferior to other AP+CDR items.

#With the changes i proposed the math changes drastically

91% Gold in stats on purchase + 68.25 (2.3%) every 60 sec (1min) in 10 min => full stacks + 30 AP => 91% base stats + 23% from stacks => 114% Gold efficient at 22 minutes.

Has a nice and relatively short CD conditional passive that will let you make unexpectedly quick roams and if you save them up for a bit later into the game you can create a nice overall buff for a teamfight where you get + 1245 Gold in stats that goes down over 10 sec. (Practically 622.5 Gold in combat stats for 10 sec per shard you pick up)

LAST BUT NOT LEAST!

THIS ABSOLUTELY BOTHERS THE CRAP OUT OF ME

UNIQUE Active: Guidance - Reveals a **Solar ** Shard on the map. Currently revealed **Solar ** Shard lasts on the map for 50 seconds (100 second cooldown). **Solar ** Shards can only be picked up by the wielder. UNIQUE Passive: **Solar ** Nourishment - Picking up a **Solar ** Shard increases Ability Power by 5 (up to maximum of 60 bonus Ability Power). UNIQUE Passive: **Starlight **- Picking up a Solar Shard while at maximum Ability Power bonus grants a burst of movement speed and bonus 30 Ability Power for 4 seconds.

I KNOW that the sun is a star BUT when someone hears/reads/gets hit by a telepathic mind beam screaming STARLIGHT. THE FIRST and i mean the very first thing you picture is a night sky with lots of stars. You build the item with item 3113 item 3108 so I believe it should be night themed and not scream FACE THE SUN FOR THE SOLARI EMPIRE by naming the shards Solar.

Alternatively if you want it to be Solari item we gotta change the Starlight name to Radiance or something like that.

Disclaimer = This is just like my opinion man don't get offended.

I want an AP + CDR + MS item (with no mana on it) cause I main Akali and i play bruiser style (with AP, CDR and AS) and can't find any good MS items which would benefit me.