(Concept) Some New Starter Items!
No matter how much league changes, one thing has always remained constant; starter items. The Doran's Trio in particular have been around since the game began. And while Riot has tried to add new starter items into the fold in this newest season with The Dark Seal and Cull, it feels like a lot of strategic niches are still left out. Here's a few new item concepts to broaden the horizons and give more choices to players in the early game.
##Item #1: Doran's Mallet##
Maybe this is the newest creation of the master artificer, Doran. Or maybe it's just his forge hammer. He certainly doesn't know.
450 Gold
+6 Attack Damage
+60 Health
Active: Deals an extra 3% of Max Health as AD on the next auto, up to 250 total damage. Costs the total damage that auto dealt in health, with both champion's resistances counted with the damage (15 second cooldown).
Juggernauts, or any champion who desires a mix of damage/defense in the early game, are often at a loss when it comes to starter items, having to choose between health or damage. Rather than simply being the best of both worlds, Doran's Mallet brings risk and reward to a group of items decidedly lacking in it.
##Item 2: Dew of The Glade##
Many a reckless mage has attempted to enter The Glade to boost their magical power. Few ever return, but the ones that do are living proof that the ritual works.
400 Gold (Builds into Tear of The Goddess at 350)
+50% base Mana Regeneration
Passive: Grants +2 mana on every spellcast and mana usage, up to 200 bonus mana (can only happen twice every 8 seconds).1 mana gained every 10 seconds. Stacks count towards Tear stacks if it's built into Tear.
An item designed for mana-hungry champions like Jayce and Swain, or for characters looking to get a headstart on Tear, Dew of the Glade gives extra mana at the cost of early game magic damage.
##Item 3##
(I couldn't think of a name for this item. I'm stuck on either GF Sword of BFF Sword. Go with whichever you want)
500 Gold (builds into BF Sword at 800 Gold)
+15 Attack Damage
Passive: Gain an extra 10% health regen after auto attacking for 5 seconds, stacking up to 50%
For Marksmen who intend to rush Infinity Edge, this item gives early damage above all other starting items, at the cost of potions. Similar to Corrupting Potion, the player intending to buy this item will have to decide if they can manage without assured healing in the early game, giving more meaningful choice to a section of the game where it's not as prevalent.
Tell me what you think!
player, I would really enjoy Dew of the Glade.
, for example, were to fatten up and keep this item for late game, he could activate this item to deal a bonus 20 + 5% / 7% / 9% of his maximum HP on his next auto attack. It's not all that difficult for him to have more than 4000 HP toward late game. Spending 120 HP to deal nearly 400 bonus damage every 15 seconds is an easy choice, especially when his W will allow him to heal it right back in a few seconds. I would say giving this item a damage limit, causing it to become ineffective at some point, would prevent HP stacking champions from keeping this item for late game. Other than that, it sounds okay.
you can either buy
or two
which is a stupid item in my personal opinion. I think if this item were to replace these two Faerie Charms with the +50% base mana regeneration along with a passive this could work well as a starting item. The problem that I see with the 'mini-tear' passive is that tear is a pretty cheap item to begin with. I think that players would inevitably upgrade into tear well before they have completed stacking this phase of the item. If completing the 'stacking' of this mini-tear were to grant bonus mana upon completion that also counts toward the completed tear pool, similar to how
grants bonus gold upon completion. I like this idea because this would encourage players to put off upgrading their tear until a bit later and begin focusing on a different item, or the other component of their
or
. If this doesn't happen, I think it would be better to put off the mana stacking for the actual tear upgrade, and instead give some kind of +X mana on hit (regenerates mana, not added to max mana pool), similar to Cull's HP on hit.
, .. buuuuut, I kinda feel like this item has a difficult build path, or lack of a path, for a reason. Besides, I feel like ADCs have 2 good starting items. Either of which do a fair job of giving early sustain while the player power farms in many cases to rush a B.F. Sword.
and