SummonersLab, Part 1: An additional Crit Item

Lord Desert··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

TequilaZombie1 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.

Lord Desert1 votes

The dash is as limited as it could possibily be, so the best case is vs juggernauts/tanks and even then the dash is only backwards away, so very predictable and the range is about of a vayne tumble. Towards Targets is more troublesome since ghost and other ms like the zeals are already availabe, so another offensive mobility item is very tricky :/ But making it a "free direction" dash(like protobelts) could make it to powerfull for guys that already have some mobility!

TequilaZombie1 votes

You see, back in the day mobility was a luxury that not many roles had. It was mostly reserved for assassins and divers and usually came at a cost. Then we progressively got more and more mobility and we're basicly at a point in which is not uncommon to have a full team with at least one mobility spell for each champion. We've came to a point in which mobility is not a luxury and considered a strong point anymore, but rather at a point in which not having mobility is off the norms. This kind of evolution brought melee hyper carries to a really bad state. They would usually have a gap closer, a situational defense ability and a damage steroid or two, having to rely on their auto attacks to deal damage and being prone to kiting if faced by a competent team. Ranged carries, on the other hand, would have a range advantage providing some safety, damaging abilities for either poke or burst and a damage steroid for their autos (and eventually some small CC). This state provided a balance, so that melee carries would be a viable option due to their sticking power and superior damage, but ranged carries would offer a safer and more reliable option that could be shut down if properly played around. Then the mobility of ranged champions increased, as well as the amount of soft and hard CC in the game, making the life of melee champions that much harder and making so melee hyper carries need to be really overloaded to be able to do their jobs properly Yasuo instead of becoming afk split push machines Tryndamere or a massive balance issue to the game Aatrox.

The new item you created has the stats that are only fitting for a melee hyper carry or for an ADC. ADCs right now have a massive advantage over melee carries due to their range and I don't think they need extra mobility to help them kite, specially with how hard it is to close the gap now compared to a few years ago. As you said, Ghost and the movement speed given by the Zeal line (which happens to be core on ADCs) provide quite a lot of movement speed, which makes even easier for ADCs to kite melee champions, specially when combined with some sort of dash, blink, or CC.

I honestly fail to see a reason why ADCs would need an additional form of kiting tool, specially now that even assassins can be kited by them, but I can see plenty of reasons why hyper carries could use some love.

Lord Desert1 votes

To make it clear, my beloved champion is counter by anykind of mobility Chogath, try to hit 1 Q if the enemy is not braindead or already locked down by other CC. The 2nd Champ is Irelia. So trust me, i know exactly what you are talking about! And you even forgot something rather important! Its the minion block!

But nevertheless adcs and other squishys can be popped in seconds and close to every champ has the dmg to kill a Adc mid game, possibly lategame to, without building any dmg items! And even QSS got nerfed so it will not help vs debuffs anymore.

You also seem to forget that melees also have decent ms items! And ranged adcs have lower base ms too. item 3742, item 3800, item 3046, item 3078, item 3071, item 3142 and all dirk items and many more. and ghost will not be taken by adcs since they need the a combat Summoner. Olaf was not hindered to stick to adcs even if his kit only gives him a Ms for 1 sec.

Next up the restrictions on the use of this items are HUGE! limited activation range, cant go over walls, need to AA the target first!, only dash away 300 units, only dash away in a clear diffined direction. So the only ones that may get kited a tiny bit more (for about 1 extra sec max.) Are the juggernauts! Those who can only run, and will not even run that fast! Only vs them this item will give a bit more mobility! Adcs will not suddenly jump around like rivens! They will not be safed if they get hit by cc, you activly need to use it and know when you can use it! This will not safe you from assasins etc! this is not even close as strong as a flash! And they cant dash away for an unlimited amount of time! they can do it once!

I was very carefull, if gone throu hundreds of scenarios to eliminate a possible abuse from adcs, till I settled on this version. On the other hand Yasou and Trynda, with their free extra critchance are a far bigger problem since they can get sustain crit and dmg from this item! On top they get some really good use out of the activ because they lack disengage. This item helps them to get away that tiny bit faster that they would need!

A possible abuse from adcs is close to 0%.

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