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

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xshagwagonx ?? Member
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01-30-2011

Quote:
Originally Posted by zezilp View Post
not to kinda shut down your idea. but the reason why the dorans items are the way they are is because they dont build into anything. they are designed to give a multitude of stats to help your first few levels laning depending on which type of champion you are. not saying that they couldnt change it in the future. but i dont see it being likely.
yeah i know there reason and i understand ur point fine. thats why i just thought it would be cool. tho now they are making them cost more beginning game so it might change how people get them if at all. i get them all the time personally. and they are chaing the mechanics of early game laneing phase big time this patch so its just an idea cuz that is what this thread is for.

 
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Sor Hugh ?? Member
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01-30-2011

Started a thread on a AD/Crit+MR Item. Didn't post stats because I feel I'm not an expert, but I think you can get a good idea of what I meant. Feel free to comment! http://www.leagueoflegends.com/board....php?p=5814297

 
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zezilp ?? Member
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01-30-2011

Quote:
Originally Posted by xshagwagonx View Post
yeah i know there reason and i understand ur point fine. thats why i just thought it would be cool. tho now they are making them cost more beginning game so it might change how people get them if at all. i get them all the time personally. and they are chaing the mechanics of early game laneing phase big time this patch so its just an idea cuz that is what this thread is for.
no i totally understand itd be wonderful to get an item out of it and its more plausible to think an item would come from the combination of all dorans items than just one of em. was just saying dont get ur hopes up too high

 
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subjugator ?? Member
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01-30-2011

Some fully fed magic types can become unstoppable. Could there be an item that returns magic damage, and increases you magic resist every time you receive magic damage.

Because casters are squishy, it couldn't have the same return damage as something like thornmail, but where it loses the ability to do high return damage it could gain by increasing the magic resist of the chamion with the item.

Negatron cloak: 740
Null-magic mantle: 400
Ruby Crystal: 475
Recipie: 985
Total cost: 2500

180 health, 75 magic resist, Unique passive: everytime a spell is cast on chamion magic resist is increased by 5 (stacks up to 5 times). 10% of magic damage recieved is returned to enemy champion.

Perhaps the return damage component would need adjusting, if all 5 champions on one team got it chamions with high AOE (like fiddle) could kill themselves ulting on all 5 champs at once. It could be made that for AOE spells it only returns a percentage of the return damage (like how spell vamp is reduced for AOE spells).

 
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Claricorp ?? Senior Member
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01-30-2011

I have a pair of items that are meant to combine.

They are meant to be for any physical carry as well as many junglers, also great for any hybrid

Assault(great for jungling and then ganking, also nifty for melee champs in lane as well as a quick chase tool)
Brawlers Gloves(400) + Brawlers gloves(400) + Longsword(415) + 435
1650

18% Critical Chance
15 Attack Damage

Unique Passive: Dealing damage to neutral monsters increases critical chance by 4% for 5ish seconds stacks up to 6 times.

Unique Active: Expels all stacks gained from the unique passive to gain an equal percentage boost to movement speed for 8 seconds.

Battery(as a kind of replacement for locket, strong for mid/ early game)
Sapphire Crystal(400) + Faerie Charm(180) + Blasting Wand(860) + 310
1650

225 Mana
4 Mp/5
40 AP

Unique Passive: Upon casting a spell you gain 3 mp/5 for 9 seconds stacks up to 8 times.
Unique Active: May expel all stacks gained from the passive for a boost to ability power equal to mp/5 from the passive for 5 seconds.

Assault and Battery(an alternative to gun blade, the combine cost is extremely efficient its meant to be extremely powerful for hybrid carries)
Assault(1650) + Battery(1650) + 450
3750
30 AD
60 AP
10 Mp/5
300 Mana
20% Critical chance

Unique Passive: Upon successfully casting a spell or successfully critting you gain 5 Mp/5 and 5% critical Chance. Stacks up to 6 times.

Unique Active: You expel all stacks (same as both previous actives essentially, just combined) you also gain 10% cooldown reduction, 10 arm pen and 10 m pen for 9 seconds.

I will add expanded versions of Assault and Battery individually soon.
PEACH

 
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Zoelef ?? Member
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01-30-2011

EDIT: These were impulsively created pre-110 on the presumption that the Doran's items would remain as-is but get bumped to 450 or so. Needless to say this is largely unnecessary now, as the slightly-buffed Doran items at 475g are solid. However, I stand by the 3rd bullet point, so I'll leave that open for debate.

Doran's Brainstorm:

* All of these Doran's items would be 435g each
* Target value of each item would be ~652g, making each item worth 150% of cost, down from the ~725g/167%-ish situation we have now. This would once again allow people to pick up Doran's + Health/Mana Pot, but...
* Health always felt out of place on Blade/Ring, so for those items I dropped health entirely. As a result each Doran's item has three stats from their corresponding sections in the item directory. Only the shield gives health now and that's lowered from before, and I offered an alternative if you want to avoid +health entirely on Doran's Shield.

Doran's Blade (attack)
6 damage
6% attack speed
6% lifesteal

Doran's Shield (defense)
100 health
8 armor
8 healthregen/5

Doran's Shield (defense - alternate)
12 armor
12 MR
8 healthregen/5

Doran's Ring (magic)
100 mana
4 manaregen/5
10 AP

 
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Frigid Frostwolf ?? Member
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01-31-2011

Problem: there is no item that encompasses a build for Atk Spd and Lifesteal except Starks.

Sword of The Divine Executioner:
Executioners Calling + Sword of the Divine + 300 G

65% Atk Spd 50% 20% Lifesteal 20% Critical Strike
Unique Passive: Every 4th Atk does 110 bonus damage and on hit cause 4 dmg per second for 10 sec
Unique Active: Your Attacks cannot be dodged you gain 30 armor penetration and you inflict grievous wounds and slow the target enemy champion causing 50% reduced healing and regeneration and movement for 8 sec 20 sec cooldown
Explanation: This would be a perfect hybrid of AS weaponry and Lifesteal Weaponry as a whole. making that void of this hybrid a bit more managable.

 
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Chingmeister ?? Senior Member
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01-31-2011

Problem: there is no item that centers around CDR, which causes casters to scale poorly.

CDR is equivalent to casters as attack speed to carries.
Carries can obtain AS in its pure form by dagger, recurve bow, etc...or combined form in a variety of combinations. Even combined, a SoTD is still 2/3 attack speed budget, with 1/3 of the item budget going to other stats.

There is no item for casters with 2/3 of the combined budget going to CDR, and no item at all with CDR in its pure form.

Deathcap causes a lack of choice for end game caster scaling and too large an immediate power jump as it is required for all casters.

A built CDR item would allow alternative caster scaling, especially since it would not synergize with Deathcap due to a lack of AP.

 
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Frosty716 ?? Member
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02-01-2011

Sunfire Cape is a lackluster item after it's nerf, the AoE is really lackluster. There are better health + armor items to buy. There are better health items to buy. There are better armor items to buy.
Quicksilver Sash is an underused item that is really good, but offers nothing but magic resist, and the active's cooldown is probably longer than your opponent's ultimate anyways. I propose combine them into one, since there are better magic resist and armor items anyways. QSS's active, however, is important, to keep CC balanced in the game. I propose:

Guinsoo's Beard:
Built from Negatron Cloak, Giant's Belt, Chain Vest, and 1050 gold.

500 Health
55 Magic resist
50 Armor
Unique Active: Removes all debuffs from your champion. Cooldown 105 seconds.

 
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Naesala ?? Senior Member
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02-02-2011

Problem: There aren't any item that got any tricky use, with other words currently most items are flat and don't generate any greater suprise against the opponent.

Boots of mobility (1k)+Zeal (1,195k)+400=2.595k gold

Unique passive: Enchanted movement 3.5
Unique active: creates 4 illusions (non-targetable yet targetable, like the urf ghost) going like a + where the user is among 1 of the 4 illusions, the + movement pattern can be twisted accordingly to where the user clicked, duration 2 sec to travel 400 yards (can't cross walls or any other terrain but can still cross minions), reducing damage taken by 20% while preventing the user from doing anything else during the duration, CD 90 seconds.

The item wouldn't have the stats of zeal, zeal is only used as an illustration of the mirror images because zeal usually illustrates speed along with mobility boots yet the user would give up their maximum movement speed in order to be able to create 4 mirror images (like the urf ghost at the halloween SR) where 1 of those mirror images conceals the user. The purpose with this item is simple, confuse the enemy yet but still be vulnerable. Some stats could otherwise get adjusted if it isn't cost effective enough. If giving up the mobility unique passive is too much, change the required boots to swiftness instead.

1% movement speed is minimally 3 movement speed, 8% from zeal would then mean a minimum of 24 movement speed, the unique passive: enchanted movement speed 3.5 would in this case mean 100 increased movement speed when boots of swiftness actually increase a player's movement speed by 90 movement speed.