Items of League of Legends an Overview

Little Sparroh·8/9/2019, 2:12:48 PM·1 votes·1,113 views

I will start the same in case you missed the first one. I wanted to discuss the current state of league of legends, and so I decided that splitting it down into its base components of how the game is constructed conceptually. So today items are on the menu.

Items of League of Legends an Overview

Riot is pretty poor in this area of the base concepts, it seems as though we are still dealing with the original item categories from beta or alpha. This wouldnt be bad if it was also archaic back then and was likely implemented in the way it was because it was so simple.

To place the overlay into text form of how i would categorize the items we would get: (categories in parenthesis are hybrid categories)

Physical:

  • Primary
  1. Attack Damage
  2. Attack Speed
  • Seconary
  1. Armor Penetration
  2. Percent Armor Penetration
  3. Critical Strike (Chance and Damage)
  4. Life Steal

(Bruiser): Physical Primary / Defense Primary

Defense:

  • Primary
  1. Health
  • Secondary
  1. Health Regeneration
  2. Armor
  3. Magic Resistance

(Battle Mage): Magical Primary / Defense Primary

Magical:

  • Primary
  1. Ability Power
  • Secondary
  1. Magic Penetration
  2. Percent Magic Penetration
  3. Spell Vamp
  4. Mana
  5. Mana Regeneration

(Hybrid): Physical Primary / Magical Primary

(Universal):

  1. Attack Range
  2. Cooldown Reduction
  3. Gold Generation
  4. Heal and Shield Power
  5. Movement Speed
  6. Slow Resistance
  7. Tenacity

This is in contrast to how Riot defines items:

Defense:

  1. Health
  2. Armor
  3. Magic Resistance

Attack:

  1. Attack Damage
  2. Attack Speed
  3. Critical Strike

Magic:

  1. Ability Power
  2. Mana
  3. Cooldown Reduction

Movement:

  1. Movement Speed

So in how this breaks down is that primary stats determine the class of the item while secondary stats are simply for some wiggle room on item stat diversity. And again I really hope I am understandable and make my case sensibly. What I would really like is some feedback and discussion to allow for us to keep discussion up on these ideas to have riot try to improve the game at a base conceptual level rather than 0.25 Cooldown shift level on random unnecessary champions.

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