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Idea for a LoL version of BKB

 
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Archyboy ?? Senior Member
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07-21-2012

Currently everyone thinks that melee AD Carries are worthless because they blow up from huge CC. Why not add BKB? Because it would be broken as **** if every single champion was able to buy it; here is my proposal.

Some fancy name for magic immunity(Total cost of 3500)
+400 health + 35 damage
Unique Active:Shields your champion so it is immune to magic for 2 seconds(Only works for melee champions)

The active time limit and gold cost could be tinkered with testing and certain abilities like taunts/fear would be able to go through BKB seeing as a taunt/fear aren't exactly magic.

This wouldn't be super inherently broken because it lasts only two seconds, some forms of CC can still go through it making Olaf's ult not obsolete, and it would only work on melee auto attackers so ranged champions which are meant to melt will still melt with crappy positioning.

This is how DoTA solved the problem with Battle Fury(The dota version of Tiamat http://www.dota2wiki.com/wiki/Battle_Fury) Where a ranged champion would be extremely broken with an AoE splash of 225 range.

I honestly see no problems here other than teams actually needing to shutdown carries with constant ganks. Oh look suddenly melee AD carries like Yi are seen in the bottom lane.

BUT SIR YOU ARE COMPLETELY STUPID NUNU AND KAT WOULD BE SUPER BROKENZORED!! Well little Timmy, if you let Nunu or Katarina farm enough money for damage AND a 3500 gold item then you didn't shut them down at all and deserve to lose.

Quote:
Originally Posted by Vae Victis View Post
This post reminded me that one reason that melee carries work in Dota much better than they currently do in LoL is that many items are modified to be stronger on melee heroes. You mentioned that Battlefury's cleave only works on melee heroes. There's also vladimir's offering, which provides a lifesteal aura that only works for melee. Other items' effects are simply stronger on melees: cranium basher's bash chance is greater on melee heroes, Manta Style's illusions are stronger and the cooldown is shorter on melee heroes, Diffusal blade's mana burn only works on melee illusions, and so on. I understand that having different stats for items depending on whether a ranged or melee champ purchases it might be confusing or clumsy to handle, but it's something that might be considered for just a few items like the one suggested in the OP that would allow melee carries to be viable.

 
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Von Nicklesnout ?? Senior Member
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07-21-2012

... So you made an item that's 400 gold cheaper than BKB, but made it from a Giant's Belt and probably a Pick Axe?

Do you even realize how terrible of an idea that design philosophy is given how many Olafs would by it? Not going to knock it, just +400 health on it seems a little much.

 
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Wulfestopheles ?? Senior Member
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07-21-2012

Maw

 
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Archyboy ?? Senior Member
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07-21-2012

Quote:
Originally Posted by A Rope of Sand View Post
... So you made an item that's 400 gold cheaper than BKB, but made it from a Giant's Belt and probably a Pick Axe?

Do you even realize how terrible of an idea that design philosophy is given how many Olafs would by it? Not going to knock it, just +400 health on it seems a little much.
Obviously everything is subject to change, this is just a proposal. Also you have to take into account that each minion in DoTA gives twice as much gold as in League and the active on BKB is a lot longer. I'm trying to compensate for the different elements in League from DoTA like how team fight interaction works.

 
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Archyboy ?? Senior Member
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07-21-2012

Oh cool a downvote with no post to elaborate at all.

 
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Archyboy ?? Senior Member
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07-21-2012

bump

 
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Porkcchop ?? Senior Member
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07-21-2012

meh

 
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PPPPPPPPPPPP270 ?? Senior Member
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07-21-2012

2 seconds is too short I feel like 5 seconds is long enough.

 
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Archyboy ?? Senior Member
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07-21-2012

Quote:
Originally Posted by PPPPPPPPPPPP270 View Post
2 seconds is too short I feel like 5 seconds is long enough.
I went for two seconds thinking that now someone would need to think before using the active, but five seconds seems like a good idea as well since it adds leeway in case team fights last longer.

 
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Darkwahn ?? Member
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07-21-2012

Would probably be considered anti-fun for mages.