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

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Verodimus ?? Junior Member
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05-21-2011

Problem: There are not enough Spell Vamp items in game. AD characters can get Vampiric Scepter for 450 gold, while hextech revolver requires 1200 gold.

Crimson Tome
450 gold
10% SpellVamp

Explanation: There is now a starting-level Spell Vamp item. This will provide squishy AP an option for improving survivability and lane sustainability early game.

 
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Flodoard ?? Senior Member
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05-21-2011

I LOVE the fact that the tenacity statistic was added to the game. I feel like that was exactly what the game needed; too many times I have lost games just because neither me nor my team knew how to combat a team with tons of CC
BUT
I would love to see more options for tenacity. We currently have a whopping total of 4 options that might not suit every game. Also, as they don't build into anything, the items tend to fall flat later on in the game (depending on how long the game goes on)

Just my two cents.

 
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Layout D ?? Senior Member
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05-21-2011

I'm curious as to what items would you guys like to see in game?

Let's lay some ground rules first. I'm not going to respond to your post unless it meets the following criterion:

1) You explicitly define what problem/hole in itemization that you see in our game, or explicitly list a few champions that will *most* synergize with it.

Some mages are just too plain squishy early game, and dorans ring is nice as a starting item, but it doesn't really help that much..plus, it doesn't build into anything..


2) You list everything about the item: Stats, Gold Cost, Recipe, etc.
Tier 1: Wizard's Key.
this takes the place of a meki pendant, at the cost of 440 gold.
builds into everything that a pendant builds into
stats:
+10mr/5 seconds
+10AP
+150 health

3) You explain why the item solves the problem that you defined in #1.7

This gives you a bit more health and MR in trade of some AP. i feel that this would fix the problem because we could get more spells out and have more health making you not as squishy, and possibly surving an early ignite

 
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Carnifico ?? Member
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05-21-2011

Quote:
Originally Posted by Flodoard View Post
I LOVE the fact that the tenacity statistic was added to the game. I feel like that was exactly what the game needed; too many times I have lost games just because neither me nor my team knew how to combat a team with tons of CC
BUT
I would love to see more options for tenacity. We currently have a whopping total of 4 options that might not suit every game. Also, as they don't build into anything, the items tend to fall flat later on in the game (depending on how long the game goes on)

Just my two cents.
Allowing Tenacity into the game was a huge step....allowing it build into items beyond boots would be a huge mistake. To put it simply it has to be kept under very tight control. Allowing it to be easier get would be like handing it to everyone, therefore nerfing CC across the board and some champs altogether.

If Riot wishes this they will build more tenacity items into the game, if they don't, they will not.

The only place I could see it fitting all that well is into tank items, and then you face the problem of every tank getting it. It would be like how every tank used to have a sunfire or two when they stacked... '

I realize my argument is thin at best, it wish it wasn't so late or I would try to be more clear however I'm a bit tired.

 
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Carnifico ?? Member
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05-21-2011

Quote:
Originally Posted by Elven Orc2 View Post
I'm curious as to what items would you guys like to see in game?

Let's lay some ground rules first. I'm not going to respond to your post unless it meets the following criterion:

1) You explicitly define what problem/hole in itemization that you see in our game, or explicitly list a few champions that will *most* synergize with it.

Some mages are just too plain squishy early game, and dorans ring is nice as a starting item, but it doesn't really help that much..plus, it doesn't build into anything..


2) You list everything about the item: Stats, Gold Cost, Recipe, etc.
Tier 1: Wizard's Key.
this takes the place of a meki pendant, at the cost of 440 gold.
builds into everything that a pendant builds into
stats:
+10mr/5 seconds
+10AP
+150 health

3) You explain why the item solves the problem that you defined in #1.7

This gives you a bit more health and MR in trade of some AP. i feel that this would fix the problem because we could get more spells out and have more health making you not as squishy, and possibly surving an early ignite
...Seems a bit to powerful for a Doran item...health is to high... Also its better than Doran ring so why even have doran right if you have that...Seems overpowered...

 
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Carnifico ?? Member
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05-21-2011

Quote:
Originally Posted by Mr JohnnyFive View Post
Oops, I posted a thread about new doran items. I'm sorry I didn't see this thread. Here is new items:

Problem: All 3 Doran items are great, but it would be nice if RIOT add more Doran items.

Doran's Crown - 10 Magic Resist, 120 Health 1 gold per 10 seconds or 2 health per 5 sec + 2 mana per 5 sec ( 475 gold )
- It's great for tanks or players that need more Magic Resist and more gold at the beginning or HP/MANA regen

Doran's Wand - Spell Vamp 3%, 100 Mana, 10 Ability Power ( 475 gold )
- Melee Champions get Lifesteal from Doran blade so Casters should get Spell Vamp from new Doran Wand.
The extra gold would be a bit much early on.... and as for regen if you really need it get a phili stone early game.

Also MR is a bit well weak early game... hp is better for spell defense.

I think so it would be a bit more useful you would need to increase the spell vamp on that doran wand, or make it a flat amount of hp... 3% seems low...

 
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Carnifico ?? Member
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05-21-2011

Quote:
Originally Posted by doomsphree01 View Post
Problem:mages spam all day, they have too much mana pool so they can spam all they want without dropping much mana, and not enuf hybrid items

magic sap
malady+null magic mantle+ brutalizer+600gold
60% attack speed
35 mr
38ap
38ad
15% cd
17 armour penetration
unique passive: drains away the enemies mana by 54 per attack and lowers their mr by 8( stacks up to 4 times)
Brutally overpowered. Riot has already changed wit's End away from this, its to much of a counter vs mage classes in team fights... or in a lane for that matter

 
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Tessenn ?? Senior Member
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05-22-2011

Problem: Meele ad heroes always have to choose first a path that deny damage or survivability.

Solution: The Kingslayer
Heart of Gold + Pickaxe + 350g recipe = 2150
400 health
35 damage
UNIQUE ACTIVE: Converts 30% of your bonus AD into Magic Resist and Armor for 8 seconds. 30 seconds cooldown.

Problem: what to do with doran items:

Doran's Bulwark:
Doran Shield + Heart of Gold + 500g recipe: total cost: 1800
450 health
30 armor
25 h/5
UNIQUE PASSIVE: converts 1% of your health into Tenacity

Doran's Infinity:
Doran Blade + Avarice Blade + 775g: total cost 2000
230 health
25 damage
10% lifesteal
15% critical strike
UNIQUE PASSIVE: On attack, increases your Attack Damage by 5 and Life Steal by 3%, Lasts 5 seconds (stacks up to 4 times).

Doran's Scepter:
Doran Ring + Kage's Lucky pick + 760g: total cost of 2000
200 health
50 ap
10 mana/5
UNIQUE PASSIVE: converts 10% of your total ability power into spell penetration

well, those are my opinions on a few items for the game, hope it can be useful.

PS: i think that most of the aspd items needs a revamp, they are just not good at the state they are now, exampes: Nashor thoot, Wit's End and Malady.

Nashor's is the most ignores item on the game, only taric bot builds it, and i think it should be removed, instead this item should take it's place:

Nashor's Demise:
Stinger + avarice blade + 600g: 2070g
50% aspd
20% critial strike
15% increased cooldown reduction
Unique Passive: Critical hits now deal 225% damage instead of 200%

Wit's End:
+50% Attack Speed +30 Magic Resistance UNIQUE ACTIVE: Places a Curse on the selected target, making it damage itself on eachs spellcast for twice the manacost of the skill that it has used. Lasts 3 seconds. 25 seconds cooldown.

Malady:
+25 Ability Power +50% Attack Speed +20 Penetration UNIQUE Passive: Your physical attacks shred your target dealing 20% of your abiliy power as damage.
Increase it's combine costs by 300 as well.

Also Sunfire cape should do true damage as well, 30 is a good value.

well that's all, i hope this can be at least used.

 
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Kittsy ?? Senior Member
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05-22-2011

@"Nashor's is never used"
I find it very, very helpful on Kayle. Mana Regen, CDR, and Attack Speed are all vital.

 
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Nutarama ?? Senior Member
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05-22-2011

Nashor's is Hybrid item, one of a bare few, which are quite effective on some champs. Poster must just not play them.