SummonersLab, Part 1: An additional Crit Item

Lord Desert·11/30/2016, 10:33:17 PM·6 votes·664 views

Welcome to part 1 of the Summoners Lab Improvement Series!

Today we looking at an additional Crit Item. http://imgur.com/9iOBrQV

Currently those are the topics and their release date: SummonersLab, The Introduction Here SummonersLab, Part 1: An additional Crit Item Here SummonersLab, Part 2: Crit Algorithm Improvement Here SummonersLab, Part 3: Tower Changes Here SummonersLab, Part 4: Ohmwrecker Here SummonersLab, Part 5: Support Role Improvement(1) Here SummonersLab, Part 6: Wits End Here SummonersLab, Part 7: Smite Buffs Here SummonersLab, Part 8: Plants Here SummonersLab, Part 9: ** Support Role Improvement (2)** _ Here _ SummonersLab, Part 10: ** General Improvements (1)** Here _ SummonersLab, Part 11: ** General Improvements (2)**_ Here

Ill put links to the posts here, so you can easily view all of them.


#1. The Problem

Currently we only have 6 Crit Items, 4 are AS+Crit only, and from the remaining two, 1 is suboptimal for NonMana Champs. This is not good, there is no variaty in itemchoides or lategame builds anymore! Some time ago triforce had 20% Crit Chance, which allowed for a rather interesting lategame itembuild(even if close to nobody build it) So why dont get another Crit Chance + Flat AD Item?


#2. The Idea

Those you have played LoL a bit longer might remember the name:

  • Mirage Blade Stats: 3.600g cost (3.000g + 600g combine)(b.f.+ vamp + cloak = 1300g + 900g + 800g = 3000g) 65 AD 20% CritChance Unique Passiv:_ 15% Lifesteal on Crits ONLY_ Unique Passiv: Your AAs mark an enemy champion for 4 seconds, only 1 target can be marked at the time (is disdabled if activ is on cd). Unique Activ: If a marked target is within ~400 range, it can be activated and you will dash BACKWARDS away from the target (300 units). (this dash cant go over walls)(60 sec cd).

Why should this be included in LoL? Since assasins and slow full tanks are coming back, adcs need a bit more survivability/safety for themselfs. But the extra "safety" from this item is extremely limited, unlike the protobelt dash! And the Adc need to AA the target first, so instant burst still cant be avoided! So it should be decently balanced with so many restrictions in mind.

Here some math for the costefficency: 65AD -> 2.275G 20%Crit -> 800G Passiv: 15%LS on Crits ONLY -> ~375G (equal to 10% flat Ls) Total: 3.450G

without its passiv its 95,8% goldefficent. For comparision: Essence Reaver has 97% without any extra crit, 112% with 30 extra critchance, all without the extra mana-on-crit passiv. So Mirage Blade having 10% Ls or 15% Ls on crits only should be balanced. 15% Ls on crits only will be only around 2/5 as effectiv as normal lifesteal since its only procs on crits! But it of course gets better when you have more critchance.

Since the %LS seem to be rather strong, i would change that to 15%ls on Crits ONLY, this reduces the early power heavily, while makeing it better with more CritChance (like Essence Reaver)


#3. Alternatives

The AD stat may be altered a bit if wanted, but the main point is the lifesteal! Lifesteal and AD and Crit on 1 item is rather risky, We can change that but the build path might suffer a bit.

10% Lifesteal -> Unique passiv: Heal 15% from Crits ONLY

This makes the Lifesteal + Crit part alot less troublesome, because you have so few crit at the early stages. But still allowing Healing later into the game! This can be altered futher to 15% heal from crits if wanted, but the safe 10% lifesteal from the vamp scepter basicly vanishes for a chance to heal, which is not great, but still ok.

10% Lifesteal -> 5(/7)% Movementspeed

This removes LS completely, but the buildpath again is not optimal, technicly the cloak and vamp could be replaced by a zeal, but then Mirage Blade should give some AS too, and AD+AS+CritChance is really risky!!! The AS should not be over 20%!!

I personaly tend towards the flat 10%, or the 15% heal on crit!


#4. Extras

More Informations regarding the dash and the mark:

Dash:

  • it cant go over terrain
  • the backwards dash is like a vayne tumble/protobelt dash, it should be around 1,5x the speed of a vayne tumble
  • the activation range is designed to be vs melee threads and not just a dash vs everything.
  • currently the range stays the same(for consistency) and it does not interrupt AAs/has no casttime
  • the item should glow if you can dash away from a marked target( to give more clearity of the range, without showing a range cirlce all the time)

Mark:

  • the mark stays for 4 seconds
  • if a marked target goes invisible, the mark will NOT reveal them, but you can still dash away from them.
  • the last AAed Champion is marked, only the prime target gets marked(like vaynes W + Hurricane)

If the dash should be able to go over terrain or not, is debatable! But if it could go over terrain it has the same powerlevel as flash, and that might be to powerfull, thus the current version cant go over walls. But this is really open for discussion.

It may be possible to get a ArPen/Lethatlity + Crit Chance item, But since the max amount of stats should be 20 Lethality and 20% Crit Chance, i dont think it can be slotefficent too :/


5. TL;DR:

  • new Item:** Mirage Blade** Stats: 3600G 65 Ad 20% Crit Chance Passiv: 15% Lifesteal on Crits only Active: Mark a target with AAs, if target close to you, you can dash away backwards from this target.

This item should increase the survivability vs diver/juggernauts, without delaying the scaling much, but it also requiers some skill to use.

If you have other ideas in this regard feel free to comment!

4 Comments

TequilaZombie12/7/2016, 9:34:14 AM1 votes

I really liked the item, except for the dash. I honestly doubt that ADCs need yet another way to kite melee champions. Make the dash go TOWARDS the target and you not only get a really cool crit item, but also make melee carries a bit more viable for anything other than brainless sliptpushing.