Brainstorming on "Conditional Items"
(Edit: I have a few ideas made in this thread as comments, but I am mainly just classifying things in the following paragraphs)
What I mean by items with conditions is that their full worth wouldn't be accessed until you reach a certain standard.
This is already a thing in League, but I feel like it can be used in far mor scenarios.
Right now, the already existing "conditoned items" are
and all support items and a few others. I will group them depending on what their conditions are.
__Scaleable items __:
There is already a post about scaleable items, if you guys are interested, check it out, I'm not going to go in depth on them
Stat-check items :
They basically check if you have enough of certain stats (in this case hp >3000 and crit > 0) These are my focuse, as they are more flexible than other condition items. They are far more independent than the others as they have only 1 (or more if you guys want to explore on future item possibilities) condition, and grant a huge burst of stat after you meet the standard.
Situation-check items:
(this thing's second passive is 15% more magic dmg done to nearby enemies, and technnically its first passive is scaling)
The second item is a stretch, but the point is that depending on the situation, they give boosts to your or your team's stats. These are a little hard to make more of, as people will try to avoid those situations that will meet the need (in stoneplates case, more than 3 enemies). The situations needed for these items aren't being avoided because it isn't necessary, because they are tank items after all. Making an item provide 30% lifesteal when there are more than 3 enemies probably wouldn't work as some really fed assassin will just try to 1v1 you. When the situation becomes too easy to meet, however, the item wil be basically broken(or making it a condition item would be pointless).
Mission items: These are the support items They are a form of scaleable items, but usually their standard is much harder to meet. For the two scaleable items I mentioned, essentially you just have to spam abilities. Missions are much more complicated, but I believe expanding the idea would be fun for the players and make the game more interesting.
Well these are the ones I can think of right now, I hope you guys can come up with some interesting ideas for new items or even rework for items. This post was inspired by the scaleable items post I mentioned earlier and also the new crit items post on Dev Corner.
I check boards daily with few exceptions, and I really hope you guys can respond to this post.
Btw the items I list aren't all the condition items, they are just a few that I think are good examples.
+
+ 500g)
+
+
. All the other bonus beside the 50% reduction to crit are quite literally just bonus, as they are a way to reward at least some offensive stats
+
+
+ 150g - 1350g) (I'll explain the price later)
+
+
+30g)
+
+ 100 gold)
+
+ 450g)
is worth just above 3000 gold while its store price is 3733. It is still a good buy because of its two passives and how much stat is packed within a single item. In triforce you get a bit of everything, and it is a great item to rush for how useful its components are. Some items with better gold effeciency aren't as good for early game because of your lack of stats (for example, what good will lifesteal do if you have no damage?)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Purpose of this item: This is an item designed for brusiers that lean toward the tankier side. Whereas more damage focused brusiers (
,
) would choose
, tankier brusiers like
and
probably wouldn't mind some tankier options. The increasing max stack is also intended for stacking to be never ending unless the game goes to super late game. Tbh the ad is just a bonus, the main things are really the hp, reduction to armor pen, and the 3rd passive Last One Standing.