To keep this simple, my argument is that basic regeneration items should be consolidated by removing both Faerie Charm and Rejuvenation Bead from the game and replacing them with Meki and Regrowth Pendants in their respective recipes. As well, both Pendant items should have their gold costs reduced alongside stats by proportion.
- To make regenerative items more viable and common as starting, early and mid game purchases for champions and roles of all types.
- To afford players greater flexibility and adaptability in their item builds.
- To clean up unnecessary clutter in the item shop.
- And finally, to increase incentives for purchasing less common upgrades of these items.
Here is what I had in mind:
[Change from current in brackets]
325 gold [-65g]
+6 mana regeneration [-1 mana regeneration]
UPGRADE PATHS (2 NEW)
Chalice of Harmony
Mana Manipulator (NEW)
Philosopher Stone (NEW)
Tear of the Goddess
At the cost of 1 mana regeneration, the reduced price of Meki Pendant affords buyers more flexibility as a starting purchase. Here are some of the pairings available with starting (475) gold:
1 ward & 2 health potions
4 health potions
3 health potions & a mana potion
As well the extra 40g of the Wealth mastery in the Utility Tree affords support the double ward set up with an additional health potion. This flexibility in pairings and consolidation of upgrade paths strengthens mana regeneration as a starting purchase for both solo lanes and support, and increases the likelihood of upgrading into less commonly seen items such as Chalice of Harmony, Fiendish Codex and Mana Manipulator, while not significantly impacting the ability of support to have mana regeneration and warding utility early in the lane phase relative the standard Faerie Charm + multiple ward set up currently in play.
+12 health regeneration [-3 health regeneration]
UPGRADE PATHS (3 NEW)
Emblem of Valor (NEW)
Force of Nature
Wardens Mail (NEW)
Junglers and solo lanes might be upset at the loss of 3 health regeneration, but the ability to afford 2 extra health potions or a ward granting more early game security easily compensates for the loss of 36 health a minute. And the added upgrade paths, again, increase the allure of purchasing the item throughout early to mid game. Meanwhile with the reduced price support champions now have more flexibility with wards & potions, and the consolidated upgrade paths have several enticing options. All together this makes this new Regrowth Pendant a more attractive starting item for support than either of the current health regeneration items.
How would consolidation affect the cost and attributes of the upgraded items listed above? With the exception of two items which I'll cover below, TOTAL attributes and TOTAL costs would not need to change. The only change would be in the recipe(upgrade) cost. Here are the specifics:
Chalice of Harmony (890g) = Meki Pendant (325g) + Null-Magic Mantle (400g) +165g [+65g upgrade cost]
Force of Nature (2610g) = Negatron Cloak (740g) + Regrowth Pendant (350g) + Regrowth Pendant (350g) +1170g [+170g upgrade cost]
Fiendish Codex (1125g) = Amplifying Tome (435g) + Meki Pendant (325g) +365g [+65g upgrade cost]
Mana Manipulator (475g) = Meki Pendant (325g) + 150g [+35g upgrade cost]
Philosopher Stone (800g) = Meki Pendant (325g) + Regrowth Pendant (350 gold) +125g [-60g upgrade cost]
Tear of the Goddess (995g) = Meki Pendant (325g) + Sapphire Crystal (400g) +270g [+65g upgrade cost]
Wardens Mail (1350g) = Chain Vest (700g) + Regrowth Pendant (350 gold) +300g [-100g upgrade cost]
Warmog's Armor (3000g) = Giant's Belt (1110g) + Regrowth Pendant (350g) + Ruby Crystal (475g) +1065g [+85g upgrade cost]
The two exceptions are Emblem of Valor and Tiamat. Both items have less regeneration than the redesigned Pendants, and replacing Faerie Charm and Rejuvenation Bead with Meki and Regrowth Pendants in the recipe of Tiamat would result in a 5g upgrade cost which is highly unusual for an upgrade price.
My solutions are as follows,
Emblem of Valor (900g) = Cloth Armor (300g) + Regrowth Pendant (350g) + Recipe (250g)
Unique Aura: Nearby allied champions gain +12 health regeneration.
+2 health regeneration per nearby allied champion.
-100g upgrade cost
The total item cost would remain the same, and given the items ability to affect multiple allies, 2 extra health regeneration in exchange for 5 armor is more than fair.
Tiamat (2070g) = Pickaxe (975g) + Long Sword (415g) + Regrowth Pendant (350 gold) + Recipe (330g)
+50 attack damage
+20 health regeneration
Passive: Your basic attacks splash, dealing 50% physical damage around the target (35% for ranged attacks).
-5 mana regeneration.
+5 health regeneration.
+80g upgrade cost
Again the total cost of the item would not change. The added health regeneration and removal of mana regeneration increases the viability of the item for attack champions that do not use mana, however small that may amount to. Eg. Lee Sin, Renekton, Riven, Shyvana, and Tryndamere (among others). As an additional plus this reduces the number of components that build into Tiamat as currently it has the dubious distinction of being the only item in the game with four non-upgradeable components. Given how unfavorably it compares to other items of its type this is absurd.
The consolidation of regenerative items and their upgrade paths affords players greater flexibility and adaptability of builds while reducing clutter in the item shop. With this taken into account along with their reduced cost, these items become more viable purchases at all points during the game yet this does not significantly impact the ability of supports to start with regeneration and warding utility, or junglers early sustain. Lastly the change to Tiamat would improve it's usefulness and subsequently the likelihood of it being purchased, even if in a rather small way, particularly on champions that do not utilize mana.
I hope everyone will take the time to consider my arguments carefully, and thanks for reading!