|
League has been the most interesting since I've started playing and watching the game (which was season 3) and I really hope they keep going the right direction with the game. That being said, we can still theorize on what can make this game even better.
So this thread is dedicated to potential buffs/nerfs/strategies you think can improve this game and make it more whole than it is today. The immediate problem that we face is that the game does change regularly, but that's mostly for champions that have a very hard time being balanced correctly. My original thought was to cover only items that were underused or are just completely "worthless" nowadays (read not going to win you the game in any significant way), and adding something extra to them so they would make them more appealing. This might've been a little too narrow, so I'm going to expand that.
Let's start this off by focussing on items, itempaths and by extension builds and their paths. I think Riot has been improving in this aspect by making build paths smoother (for instance the health crysta -> giant's belt), but there is still much to improve upon, like WAY more options that need to be tried out with what they already have in the game. I'm thinking of Health Boots for example (Ruby crystal + boots 1 = 45 movement speed + 200 health + increased healing under 50%). I'm also thinking of more items to build out of Brutalizer. It's awesome they gave Phage a new build path, but why at the cost of the Brutalizer? It's kind of understandable that they don't want to cluster up the question of what to build when with confusion and misunderstanding, but the way LoL uses item sets is really clear (at least for me)
So I guess I'll discuss an item that's been on my mind recently: Frozen Mallet. It has been seeing some resurgence on Gnar, but only in a few specific cases and that's simply because he's ranged (or playing against Hecarim). I absolutely love the passive on this item, icy, and it's a really good tool for sticking power. Now we have to understand the reason why it's not bought as much as it should. It only offers 30 attack damage and 700 hp along its passive. That's underwhelming damage and hp without resistances has always been kind of useless (but not completely on Gnar, so this item suits this champion relatively well). What could improve this item significantly would be to introduce an extra component to the passive: attacking an enemy with basic attacks reduces its attack speed by 15%, so it will actually give motivation for tanks/bruisers to stick to the adc (or Azir) and keep them near. I'd like to hear your opinions on how to improve Frozen Mallet and how to make it a more competitive pick amongst Frozen Heart, Warmongs, Randuins, or even Scimitar.
PS To be honest I don't really know how to evolve this thread from item to item or build path to whatever yet, but I'll think of something!
|
i think it should build out of phage and giants belt dont like the pickaxe build
plus lol just needs more items in general dota has tons of items
|
On May 12 2015 11:55 eagle wrote: i think it should build out of phage and giants belt dont like the pickaxe build Except then there's the dissonance between losing Rage when you get Icy that Riot really doesn't like in the game.
Personally, I don't like FM at all. I feel like sticking to targets is well covered by Iceborn, Randuin's, RG, and BotRK while its stat combo is pretty mediocre to new Cleaver.
|
The difference between IBG, FM and Randuins, RG, BotRK is the latter are provide a burst of slow. Yes, they're great to engage (or disengage), but if the disengage has been successful you're not going to stick to your target and that's where FM and IBG excel at.
Also the build path is extremely annoying, you already buy three items and then... still have to pay 1025 gold before you can finish that.. which is an absurd amount for an item only 100 gold above BotRK (and they have recently smoothed that out) Maybe if they can smooth out the build path in itself people will be more interested in buying it already
|
I don' t have opinion on items. But generally what I think is would be a big improvement is to remove tenacity and CDR. Or make them really hard to get, eg expensive item with low stats. That way you make teamfights a lot more important. And increase punishment for bad plays.
Nowadays its all about getting ahead and not fucking up. Boooooring.
|
I don't agree. Without cdr, mages, for example, would become very underwhelming, being gated primarily by mana pool and how fast they can rotate spells. Obviously this doesn't apply for champions like Riven and Zed (to an extent), but the point still stands. Getting out one rotation of spells versus two ofcouse means a world of difference, especially if your spells have some form of crowd control.
And your last statement is just one of the fundamental parts of the game, or do you mean that more risk should be punished less? If this is what you mean I don't know.. control is something people use nowadays to take the game as cleanly as possible, that doesn't mean that chaotic (or high risk) games can't be played or even won (just look at the SKT vs FNC games). What I would like to see other than the standard set up we see nowadays is some kind of intricate duo jungle, solo adc plan to destroy the opponents jungle while using rotations in a way that hasn't been experienced before.
|
What are you talking about? Tons of mages just go ludens zhonyas dcap void and wait for cds again Anyway wickd has been going Fmallet a lot. For some reason whenever I buy it, it just feels meh, I guess meaningful times you get kited after you already reach auto range are quite low by the time you get it.
|
|
Yeah, majority of mages pick up Morellos or Athene's paired with scaling CDR glyphs/CDR mastery and reach 40% that way.
|
all the mages that dont necessarily go morellos or athenes? Cassio? Ahri? Azir? Leblanc? Kassadin? In fact most of those champions get morellos/athenes because they need some mana regen more than they need the cdr, and sometimes they just skip it for damage
burst is and always was way more important than cdr for an apc. whens the last time you've seen an ap mid buy cdr boots?
if they get scaling cdr glyphs they cant take magic resist i doubt all of them are going for max cdr builds
that said 40 cdr is obviously a large dps boost
|
|
Also cassio has her main damage source on a 0.5 second and she gets a FREE 25% cdr on her passive, doesn't really need to go cdr. I think I've seen Kassadin get 40% cdr in LCK though. Cooldown boots get built on Lulu, Kassadin and Fizz, from the top of my head (probably not many more though) I potentially could make a case for a 40% cdr without blue buff Lux, but I don't know if I'll awaken the wrath of Ketara with that statement, so I'll just leave it there.
And back on FM, this is probably the biggest drawback in the competitive scene I think, people know how to stick to people and use their cc and layer it properly, probably making additional sticking power, after the teamfight not very useful because they just won't need it.
|
|
|
|