There is such thing as items that would perhaps be 'too great.' It's most likely a purposeful decision that catchall items for a role don't exist, or only exist as low/mid end items(Aegis is a good example).
[Patch 1.0.0.135: Fiora] General Discussion - Page 112
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Same rules apply, per usual. Please use the appropriate threads (QQ, Brag, Champion, etc) whenever appropriate. Keep the resident Banling content. Thanks. Happy Gaming. | ||
red_
United States8474 Posts
There is such thing as items that would perhaps be 'too great.' It's most likely a purposeful decision that catchall items for a role don't exist, or only exist as low/mid end items(Aegis is a good example). | ||
barbsq
United States5348 Posts
On March 12 2012 06:52 TheYango wrote: IMO if they're going to add new items, they need new unique passive/active effects. Adding different stat combinations just isn't going to accomplish that much. Does anyone know why none of the active items in LoL have activation costs, and are only cooldown-limited? if they used mana, then what would they do if a mana-less champion used them? and using health seems kinda weird. edit: i second the notion of adding more items with active effects tho | ||
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TheYango
United States47024 Posts
On March 12 2012 06:56 barbsq wrote: if they used mana, then what would they do if a mana-less champion used them? Just not do anything? It's not like they had to make mana items do anything when bought by mana-less champions. I just feel that limiting themselves to only cost-less cooldown-limited item actives severely limits the design space which they can explore with active items, and I'm curious whether there's some express gain to be had from doing so. | ||
Doctorbeat
Netherlands13241 Posts
On March 12 2012 06:56 barbsq wrote: if they used mana, then what would they do if a mana-less champion used them? and using health seems kinda weird. More like an active having a certain amount of charges. Like Shurelia's having a specific amount of uses or that the effect decreases with each use. Or for example, you have an active on Bloodthirster where you will have a X AD increase for X seconds. After you used the active your stacks will go back to 0. A Belly-Drum (Pokemans) like mechanic would be really cool too. Cut your own HP to get a huge amount of AD for a short time. Would be great to force objectives, reward good teamplay and get better returns for risky strategies. | ||
JackDino
Gabon6219 Posts
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TheYango
United States47024 Posts
On March 12 2012 06:58 Doctorbeat wrote: Or for example, you have an active on Bloodthirster where you will have a X AD increase for X seconds. After you used the active your stacks will go back to 0. They sort of have this on Odyn's Veil on Dominion, where it charges based on damage dealt to you, and the strength of the active is based on how much it's charged. Nothing similar on SR yet though. | ||
Erasme
Bahamas15899 Posts
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red_
United States8474 Posts
On March 12 2012 07:01 Erasme wrote: Wow Mordekaiser rules in 3v3. You don't have enough damage to kill his shield <_< Even when Morde was considered awful on SR, he was in the god-tier of 3v3 with Mundo and Singed. I have no idea what the top tier of TT looks like now though haven't played it in ages. | ||
overt
United States9006 Posts
+70 attack damage +275 health Unique Passive: 25% chance on hit to reduce your target's movement speed by 30% for 2.5 seconds. Unique Active: For 5 seconds, your attacks reduce your target's movement speed by 30% and deal 80 true damage over 2.5 seconds. 60 second cooldown. Obviously the slow isn't as important on an AD carry because you can just get red buff but an item that allows you to deal 80 dot true damage with each auto attack is pretty nice. Could be good on AD carries as well as some junglers/top laners. Also, I wouldn't be surprised if Riot added over more Dominion items to SR since iirc I think they said they wanted to experiment with Dominion items on SR one time. | ||
NpG)Explosive
France994 Posts
On March 12 2012 04:48 overt wrote: By the way, does anyone know what happened or an ETA on the planned role specific threads? I'm bumping that question because I'd like to see an answer. I was thinking this afternoon about asking advices on how to play ad carries and I'm not sure this thread is better than a dedicated thread to do it. | ||
iCanada
Canada10660 Posts
On March 12 2012 07:01 Erasme wrote: Wow Mordekaiser rules in 3v3. You don't have enough damage to kill his shield <_< I think super pushers like Morde/Shyvana/Udyr are stupid good as well. They just go top, out push their lane opponent, go take all the jungle creeps up top, and get stupidly farmed. You need someone who can duel with them early, push with them otherwise you just have like half their gold even if you farm perfectly. | ||
barbsq
United States5348 Posts
On March 12 2012 06:57 TheYango wrote: Just not do anything? It's not like they had to make mana items do anything when bought by mana-less champions. I just feel that limiting themselves to only cost-less cooldown-limited item actives severely limits the design space which they can explore with active items, and I'm curious whether there's some express gain to be had from doing so. adding mana costs to items feels almost like a triviality to me tho, I don't really see how adding it would add any depth to item usage. Overall, you're not going to want an item you can end up spamming anyways, so it's probably going to end up being gated by cd's anyways. | ||
Kyo Yuy
United States1286 Posts
I'm not exactly sure how to respond to such a statement. | ||
kuresuti
1393 Posts
On March 12 2012 07:07 barbsq wrote: adding mana costs to items feels almost like a triviality to me tho, I don't really see how adding it would add any depth to item usage. Overall, you're not going to want an item you can end up spamming anyways, so it's probably going to end up being gated by cd's anyways. It doesn't have to be mana costs. There are many possibilities for alternate costs. Some sort of charge based active could be interesting, gaining charges by using skills for example. I'd like to see actives with lower cooldowns but lesser effects personally. | ||
Craton
United States17242 Posts
On March 12 2012 07:11 Kyo Yuy wrote: Someone just told me that Rammus and Shaco are really weak champions in solo queue because they bring nothing to a team fight and are easily counterpicked. I'm not exactly sure how to respond to such a statement. You don't. It's a waste of time. | ||
barbsq
United States5348 Posts
On March 12 2012 07:21 kuresuti wrote: It doesn't have to be mana costs. There are many possibilities for alternate costs. Some sort of charge based active could be interesting, gaining charges by using skills for example. I'd like to see actives with lower cooldowns but lesser effects personally. magic wand/bottle! i wouldn't really like to see weaker effects- lower cooldowns tho. IMO if an item has an effect, it should be a game-changer, wishy-washy item actives just seem like they wouldn't have much impact and therefore wouldn't feel as good to get them and use them properly. Kind of a similar issue with aura items tbh, but I don't see any way of getting around auras. charged items sound kinda cool tho, i could get behind that. | ||
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TheYango
United States47024 Posts
On March 12 2012 07:07 barbsq wrote: adding mana costs to items feels almost like a triviality to me tho, I don't really see how adding it would add any depth to item usage. Overall, you're not going to want an item you can end up spamming anyways, so it's probably going to end up being gated by cd's anyways. Part of the problem I guess is that right now mana usage in and of itself is flawed in that most heroes either reach the point where they stop needing to actively manage their mana after a few levels, itemize enough cheap regen for that to be the case, or get blue buff. So I can see your point about mana not being a meaningful resource in the context of item actives, but I think that's actually more a problem of mana not being a meaningful resource in general right now past early game. | ||
skrzmark
United States1528 Posts
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Shauni
4077 Posts
Shaco is difficult to use well in large teamfights, all you can try to do is pick out stray targets getting separated from tanks, prevent people from fleeing, disrupting ad's with clone, stuff like that. Especially if their team has a lot of aoe stun and shit. He only really shines in smaller skirmishes or 1v1. Rammus however is crazy good in lategame teamfights just because he ISNT counterable. Not everyone can afford to get qss, and even if you do, the cooldown on his taunt is way lower than the qss. Even if you target a bruiser, it usually pay off since the taunt is so long everyone can focus him freely for 4 seconds. But the nerf to his w kinda hurt him to be honest, I don't feel he's very OP anymore, he's running low in jungle and he can't tank an entire team unless fed. | ||
JackDino
Gabon6219 Posts
On March 12 2012 08:01 skrzmark wrote: I hope the next champ is an ap champ that has a passive that lets his/her spells crit. That would be stupid to balance, even more rng. Unless it's based on xth spell or some kind of stack, which isn't critting, that's just dealing double damage. | ||
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