[SUGGESTION] Rapid Firecannon (and Kircheis Shard) small rework
I really don't like that an item like
, or
, that are clearly intended to be a "burst" item are so AS-focused in their stats. Of course it's my opinion, but it could be nice a change like:
Kircheis Shard
> Upgrades from
+ 400g
> Gives +10% crit chance instead of +15% attack speed
> Everything else stays the same
Zeal
> Upgrades from
+
+ 600 gold (indeed, the item icon is two short swords combined)
> Gives +30% attack speed instead of +15% attack speed and +10% crit chance
> Everything else stays the same
Phantom Dancer
> Upgrades from
+
+ 700g
> Everything else stays the same
Runaan's Hurricane
> Upgrades from
+
+ 700g
> Everything else stays the same
Statikk Shiv
> Same as before (with different effects from components, of course)
Rapid Firecannon
> Upgrades from
+
+ 1000g
> No more gives +30% attack speed
> Now gives unique passives: +10% cooldown reduction and +10 magic penetration
> Everything else stays the same
So, the most important change is this last item. For the lore, the "rapid" part of the item now goes on spells (cooldown reduction), that perfectly makes sense as the "cannon" shots are mostly from abilities. And, as I said before,
and
are clearly designed to get the most from a single hit rather than with frequent high-attackspeed autos.
Why should we apply such a change, even though it wouldn't change a lot?
First of all,
and
are no more semi-identical items and give more choice in building your marksman.
> The rework I'm suggesting will indeed distinguish those two items and reward the players that can understand which one of them is more suitable for the team composition.
> Taking into account also
or
, we would have three crit items each one built from exactly two of the three items:
, making their build path more clear and peculiar.
> It would be even better if we could distinguish also the build paths of
and
, but we would need another rework for that.
Also, the magic penetration (besides making more effective on-hits from the two items and countering this way armor stacking opponents) makes it interesting for many burst-autoattackers that deal much magic damage (first of all
, but many others can be found). And the last but not the least, the CDR is more (or at least equally) interesting on someone like
than the attack speed boost, and can get you capped with just two items (
).
HERE'S A LINK where you can check by yourself for each marksman the % of magic damage to convince you magic penetration can be a useful stat for a marksman (and for some of them - like
/
- is actually the most needed one), and you can see there are a lot of them above 10%. Also, there are very few Mpen items in the game, and almost none for marksmen (pretty much
and
, considering the latter in the number). Not even talking about the new
META which gives even more magic damage on your kit.
http://www.leagueofgraphs.com/
