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What items would you guys like to see? (With Rules)

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Arrlaari ?? Senior Member
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01-14-2011

Quote:
Originally Posted by Xypherous View Post
Again, tying the move speed to a set of stats causes players to change their playstyle accordingly.

Consider if we had just a move speed +% item. It's an extremely desirable stat. Why wouldn't we make one? Because, part of interesting itemization choices is not only finding the best item paths that work for you but also being pulled by your items to play a certain way. Granted, we could do a better job of it, and some of the items were a little too OP when used correctly (Locket), but being pulled by your item to alter your playstyle is a large part of finding synergy with your build.

In one sense, items exists to help you fill holes that your character needs. In another sense, items exist to help you find a different play than you are normally used to. Sheen Soraka plays somewhat differently from the old Locket Soraka, for example, and finding that synergy of both stats you need and optimizing your usage of the item is the exciting part of making items.
Sorry for being unclear - I didn't mean "a new item with just AP and movespeed," I meant "a new item with a AP, movespeed, and some other things that are less niche than the lichbane proc." I'd have to have not paid attention to this thread to suggest the former.

Zeal->Phantom dancer, for example, is attack speed and crit - that's pretty good for any AD char. (The fact that it doesn't directly give AD is the only thing holding it back from being a no-brainer buy.) Force of Nature is, by virtue of the unparalleled regen it gives, pretty good for any tankyman and it's the highest MR you can put in a single slot.

Trinity Force is also niche, but it builds from zeal and is the kitchen sink item.

Probably the caster movespeed item should have a relatively low amount of AP, and some other stuff casters generally want (I'd like it personally if it didn't have mana but that may turn out to be the right call).

 
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Chthulu ?? Senior Member
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01-14-2011

Quote:
Originally Posted by Arrlaari View Post
Lichbane's unique passive is of such high value to champions who really exploit it, I don't see how it could be tweaked without upending every kit that relies on it.

For the same reason, I would be delighted to see the move speed (and the MR. I get the feeling it was first designed for Kassadin's W.) removed and the price reduced accordingly, so that a new item could take the AP+%move role.
Cassiopeia would be very cross with you.

Lichbane her bebbe.

I think they're impeccably placed stats.

Nidalee, Lux, and Karthus agree.

 
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Daniel Dennett ?? Junior Member
01-15-2011

Problem: No compelling reason to start Regrowth Pendant over Doran items, even on a tank, where it builds into two acceptably good tank items; the items it builds into aren't good in the early/mid game and don't offer "hard" stats at an efficient price or are too niche.

1) Replace the regen part of the Tiamat recipe with a single Regrowth Pendant, because 4 item slots for a mid-price item recipe is unwieldy and awkward.

2) Item: Regenerator

Regrowth Pendant + 700 gold

20 Health regenerated per 5 sec
UNIQUE Active: Gain 1 stack when hit by enemy attacks or abilities. When at max (10) stacks, activate to heal 10 + 5 x lvl hp, depeletes all stacks. Stacks last 15 seconds.

Also replaces the two Regrowth Pendants in the Force of Nature recipe (adjusting the complete cost accordingly).

3) Maybe just replace Rejuvenation Bead with Regrowth Pendant completely, since there aren't that many reasons to start with that item either since the Spirit Visage remake.

 
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Torcher999 ?? Recruiter
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01-15-2011

Problem:
A combination of various sealth/teleport/cc mechanics provides too much of an advantage when ganking.

Item:
1000 Vigilant Sentinel
300 Cloth Armor
400 Null-Magic Mantle
300 combine cost


+25 armor
+30 magic resistance
Unique Passive: VS gains a charge (max 2) every 30 seconds.
Unique Passive: Whenever you become stunned, feared, taunted, or rooted, you gain a protective shield which absorbs [200+50*number of nearby enemy champions] damage for the next 5 seconds. This effect consumes one charge.

Explanation:
Provides some protection against concentrated burst coupled with cc which seems to be dominating nowadays (jungle Eve, Panth, etc).

 
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Hakusan ?? Junior Member
01-15-2011

I always want to build a item like Lich Bane i like the Idea behind it...
So why not add something like that for physicals.
But to avoid double dipping from bonus damage it take an slightly different approach.

Champion's that could benefit from it:
Any champion with an AP ability
for example Tryndamere, Ashe, Irelia, Sion and many more.

Item Name: Chrome Sword
Recipe: Long Sword(415g) + Ruby Crystal(475g) + Recipe(370g)
Total Price: 1260g (same as Sheen)
Stats:
+15 Attack
+200 Health
UNIQUE Passive: 100% chance when you attack that your next ability adds 200% bonus damage as ability power. This effect has a 2 second cooldown. (The ability power bonus can not exceed your base damage)

Some additional insights.
So when you buy it as, lets say, Ezrael, with no other bonuses.
Q -> proc if you hit, W -> acts like Ezrael having 30 ability power.
First i thought about base damage, but casters would buy it for the 100% base damage to spells, that would benefit casters way to heavy early on. I changed it to bonus damage and well another problem came up. It could be to strong for its price in late game, so it needed a cap.

To make it useful late game, it needed something to built into.

Item Name: Death's Guidance
Recipe: Chrome Sword(1260g) + Pickaxe(975g) + Vampiric Scepter + Recipe(915g)
Total Price: 3600g
Stats:
+45 Attack
+20% Life steal
+300 Health
+10% Movement Speed
UNIQUE Passive: 100% chance when you attack that your next ability adds 100% base damage + 150% bonus damage as ability power. This effect has a 2 second cooldown.

Again additional insights.
The upgraded version basically removes the cap and adds base damage into the calculation, but i have nerfed the bonus damage coefficient, because it felt like 200% bonus damage and 100% base damage would be to much. Testing would show which numbers would feel right. This time i had no problem adding base damage, it would just be to expensive for casters to get it just for that. I neither have added Magic Resistance nor Armor because Xypherous and the League of Legends-team said more than once that health and defensive stats shut down enemy casters or physicals to hard.

I made it work like that way to effect some hero's play style, for example Pantheon.
Before he jumps you maybe he should hit something first to get the buff, and let his shield smash, smash you harder. Just as people trying to get the maximum effect out of Lich Bane.

I am an Eu-Player, thats why my Us-Summoner isn't at level 30...
I still hope you like it.

 
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Geenareeno ?? Junior Member
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01-15-2011

Problem: Casters don't really have a good mid-game item

Name: Staff of Courage

Recipe: Meki Pendant + Amplifying Tome + Amplifying Tome + 550 gold

Stats: 10 mana regen per 5 sec, +50 AP. Passive: Your champion gains 2 Ability Power ever minute. This bonus caps at 20 AP.

 
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Lantagonist ?? Senior Member
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01-15-2011

Problem - Spirit Visage currently has fairly minimal uses

Change - Spirit Visage's passive now effects others at a 7.5% rate as well as leaving the same rate on yourself.

It would allow supports to find use in this item in allowing them to heal for slightly more to other champions and give themselves some better heals, as well as not have this item only be used on few champions (mundo, vlad)

 
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FeralPony FeralPony's Avatar ?? Associate Game Designer
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8 of 17 Riot Posts
01-15-2011

There is some really awesome stuff in this thread and I'll be checking in with you guys more later as well. I'll be working on some new items in the near future so it is really awesome to see so many well thought out suggestions. I don't like to comment too much on specific items but I've read through all the submissions and want to comment on some of the patterns I've seen.

1) - Counters to various team/game metas (Anti AoE, Anti Heal, Anti Burst, Anti Tank).

I am a pretty big fan of these in general. I think having stronger counter items overall encourages diversity in team composition. The trick here is making counter items effective against either one player who is dominating a match, or a full gimic team (team heal, or team beefy deepz for example) while not simply being just amazing items in general and failing their primary purpose- A perfect example of this is deathfire grasp. DFG is a great item but it looks like it should be an anti-tank item, However, due to the fact that tanks traditionally have very high MR values it is best used as an extra free nuke to blow up squishy characters even faster than before.


2) - More AP combinations (AP/Armor, AP/CDR)

This was addressed slightly with the Z-Ring split and we have another caster item in the works, though I can't say much on the specific details yet. I think that itemization was a limiting factor in caster end-game success although the Deathcap and Hourglass
have helped out this to an extent it is something we'll keep our eyes on.

3) - Unusual hybrid stat optimizations that don't tend to normally work together but may work wonders for specific characters.

These items are a bit scary for me to try and implement because they tend to be binary in nature. These items tend to become amazing, must have items on several characters but complete garbage on everyone else. This tends to not add much to item build diversity, which is something I'd like to improve in our game.

4. More upgrade options for "Dead End Items" (haunting guise, executioners calling, etc)

I agree that dead-end items can feel kind of bad for some players. Other players enjoy getting several mid tier items instead of rushing that big legendary item, I personally belong to the first group but we do need viable options for both types of players to have the item shop feel really great.

One issue that wasn't mentioned often in a lot of the suggestions was adjusting cost of some of these dead-end items if they were given upgrade paths. The cost of items is adjusted based on a large number of factors, one of those is if those items turn into something else more useful. Items like Haunting Guise would have to be reevaluated and would probably suffer a cost increase or a stat hit if they had an upgrade path. This would make people who like the current item feel pretty terrible. Adding more upgrading paths is something we're considering for several items like this though. I'm looking at Executioner's calling in particular since it feels incredibly lackluster. I can't remember the last time I have seen one used.

A good example of cost-efficiency is the Doran's items. They are fantastic values and the reason you get so much for their cost is because they take up valued inventory real-estate. If they did have an upgrade path we'd have to increase the cost accordingly which would weaken our item diversity. Doran's items I feel add a unique element to the game in terms of how one builds their character. Does one rush for the early game advantage or do they plan far in advance for the end game scenario?

This was a bit of a ramble but at the end of the day I agree with many of you, I would like to see more valuable dead end items (haunting guise) while having more cool upgrade paths. This can be solved by adding a few more upgrade paths while also revisiting many of the "dead-end" items and ensure that their purchase actually feels good and is a worthwhile investment.

5) - More "Pure" items - Similar to Thornmail in purpose but based around different stats.

Lots of good item suggestions here involving stuff like this. I've seen a lot of suggestions for an MR equivalent. I'll run some of these buy folks and see how they stick. I have no objection in principle to more "pure" items as long as they are priced and balanced appropriately.

6) - CDR, CDR, CDR

This is a stat that everybody wants and I feel we throw around too freely. I would like to see CDR placed on more items in smaller amount personally. With a cap of 40% it feels a bit odd to me that one item can exceed half the cap. Too many CDR items makes it too easy to hit the cap and severely limits your item choices (as well as making skill balance difficult). Once you hit 40% or close to it you don't want to spend more money on anything with CDR since it's wasted gold. I have no objection to offering more CDR items but I would like them in much smaller amounts than much of what was suggested here. Randuin's Omen with 8% to me still feels like a good item. I think more items with smaller amounts of CDR (<15%) could do really great things for our itemization.

7) - More team supporty items.

Auras were mentioned on a number of occasions. The problem with auras is that they are often incredibly powerful but don't feel like they are impacting the game. Items like Soul Shroud, Aegis of the Legion, and Will of the Ancients are absolutely amazing items but are very rarely used because they don't feel impactful. Items like Shurelia's Revelry though feel super awesome when used well. I would like to see more support items that feel really good to use/own in our game. That said, new aura items are certainly possible and could be cool, they are just something to be wary of when designing.

8) More active items -

I won't comment too much on these although I think there are some really cool opportunities here. We don't want to go overboard on these since the majority of our
players (even the top players) forget to use their actives constantly. Though I will say a few more awesome active abilities would be nice.

9) Anti-CC items -

Completely understand where this is coming from (in short - stunlock sucks). Xyph has commented on this a bit already but we had a new CC reduction system for items we'll be rolling out soon which should be really awesome.

Obviously these are my just my opinions and don't always reflect the design team as a whole. Hopefully though, this post was helpful. Keep up the good work.

 
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MajorX17 ?? Senior Member
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01-15-2011

Wait, are you actually saying that Will of the Ancients is an amazing item? I laugh whenever I see an enemy buying this, and I cringe whenever I see it in a teammate's inventory. There are much better sources of AP, its aura is tiny and not very helpful, since usually only one or two people on a team build AP, and spell vamp in general is not that helpful of a stat to have.

 
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Viro Melchior ?? Senior Member
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01-15-2011

Quote:
Originally Posted by FeralPony View Post

4. More upgrade options for "Dead End Items" (haunting guise, executioners calling, etc)

I agree that dead-end items can feel kind of bad for some players. Other players enjoy getting several mid tier items instead of rushing that big legendary item, I personally belong to the first group but we do need viable options for both types of players to have the item shop feel really great.

One issue that wasn't mentioned often in a lot of the suggestions was adjusting cost of some of these dead-end items if they were given upgrade paths. The cost of items is adjusted based on a large number of factors, one of those is if those items turn into something else more useful. Items like Haunting Guise would have to be reevaluated and would probably suffer a cost increase or a stat hit if they had an upgrade path. This would make people who like the current item feel pretty terrible. Adding more upgrading paths is something we're considering for several items like this though. I'm looking at Executioner's calling in particular since it feels incredibly lackluster. I can't remember the last time I have seen one used.

A good example of cost-efficiency is the Doran's items. They are fantastic values and the reason you get so much for their cost is because they take up valued inventory real-estate. If they did have an upgrade path we'd have to increase the cost accordingly which would weaken our item diversity. Doran's items I feel add a unique element to the game in terms of how one builds their character. Does one rush for the early game advantage or do they plan far in advance for the end game scenario?

This was a bit of a ramble but at the end of the day I agree with many of you, I would like to see more valuable dead end items (haunting guise) while having more cool upgrade paths. This can be solved by adding a few more upgrade paths while also revisiting many of the "dead-end" items and ensure that their purchase actually feels good and is a worthwhile investment.
One thing that would be worth considering is providing some upgrade options in the mix. Like Doran's Items each having one combine route (Ruby Crystal, Longsword, and Tome) to turn into a "better" version (and mid-tier item). With a combine cost of ~300, they would be 1100-1200 gp items and could lose some of the efficiency they begin with, but it would provide options for players willing to bet heavily on winning early (since the more you invest into dead end items, the more gold you lose if you have to sell one to make room for new gear).