Guys bear in mind (as I made very clear in the video) these are just a bunch of spitball, back-of-napkin ideas. I got a couple comments from people telling me I'm worse than Phreak. If I had governing agency over this then of course I wouldn't just throw these ideas in the game willy nilly -_-
Also my favorites of your ideas are the ap serpents fang and ap black cleaver. Not only would those be welcome on ap champs but they might close enough gaps that some of the ad champs that can cheese ap would be more viable.
3:10 and this is why thornmail is NOW COUNTER PICK/DMG item you play against ww or something that basicly only AA like trundle? you buy thornmail and not mostly for antyheal but FOR DMG because you cant even aply antyheal as a tank thats why when you play against soraka as tank your adc should buy antyheal and not support like it was before i mean most of the time its easier to buy 800 antyheal that is for AD or AP because THEN your ADC doesnt have to buy that
3:57 deaths dance should be scaling with base ad and some of the bonus ad cuz barely any bruser is buying only darius buy that basicly never saw this on anyother champion and only on darius because ofc his passive+conqueror and he have more then 550 ad while having 2 max 3 items on ad and pls give me back my old zeke convergence it worked SO MUCH BETTER then this DOGSHIT NOW
Before watching: We HAD an AP Serpent's Fang, it was the original Shadowflame. The problem is that it was just 'Enemy has shield? Have some magic pen idk' and not the actual reason to buy Serpent's Fang.
Old Shadowflame adds like 10 flat magic pen against shields, it's not good at what it did and people literally just built it for some extra AP(since there's like 3 viable AP items aside from Mythics).
It was only technically anti-shields. It gave flat magic pen if the enemy was benefitting from shields. It was more of a win+ situation. Serpent's fang is SPECIFIC in it's anti-shield design. Shreds any shields it touches AND reduces shielding by 50% for some time after
@@adolphin9348except 10 pen (20) in magic pen, which is base 30-52 is worth a lot more, than in armor, where it goes up to a 100. Old pen was ridiculously high, ludens have you up to 26, shadowflame gave 10-20, morello gave 10, Boots gave 18 and void staph 40%. So even if the enemy ADC bought a 50 mr item (yes the shield one, it was still true dmg)
the old shadowflame didn't work as a shield breaker lol, it only gives you 10 points of magic penetration which was a very mediocre item with no function at all
honestly, I would rather void staff have a black cleaver-esque interaction. Not just nullify resistances for yourself, but also help the entire team bring a beefy target down.
The thing is : they already made an ap Serpent' fang in wild rift , it's called Oceanic Trident and works exactly the same as it's ad counterpart , so i don't see a reason why they can't just add it to the game
They dont want to have to overbuff shields if they added shield break. AP would be more problematic as many mages dont have to commit engage in fights like AD, and AP assasins scale better so those dont need it
The activation is different: no difference if you are melee or range. The difference is in a application. If the damage solo target, then the shred is normal, is that was a splash damage, then the shred is smaller
@@Nemezida97 yes, but it is so much easier to apply from range as a mage, making it more broken on ranged. Also, this would force Riot to buff all shields, so you would be inting by not building shield break, but paying a tax on this. It is the same issue with antiheal, which is why only really adcs have a decent one to buy and everyone pays a tax for it so that they dont buff heals
focus. they are dumping league in order to focus more on wild rift which earns them more money because they can use it as a casino front without backlash
Wild Rift has a AP serpent fangs, and it kinda gives a defensive option for ADCs, since you can build Zhonyas in any champ since it's a upgrade in the boots
@@dudu2626-v3l to be fair, any champ can build it, but there are champions that can make a better use of it ( like fizz spendind 1000 Gold for it and having a extra item slot compared to normal league )
@@dudu2626-v3lthere is an item on wildrift that has armor ,ap and ability haste just like Zhonya. Its like a AP verison of thornmail but scale with your AP. It reflects any physical damage back to the enemy with AP scalling and on a charge maxing 3 charges but refreshes immediately.
@@dudu2626-v3l nah not even that broken, yes zhonya is good but wasting 1000 gold just to delay inevitably is not worth it, except you played against full burst comp which rarely happens the higher you climb proto and magnetic is way way more broken.
Honestly, for the sake of Game feel I really wish the options for QSS were a bit better. I might be a bit biased towards it as a Rengar main, but being able to open up more options in how you play against certain champs isn't particularly a bad thing in my mind. and it's obviously a bonus to not have to sit through a Morgana stun anymore. even just something like a passive that turns Hard CC into really strong soft CC, like forcing you to be extremely slow could allow players to buy it for more agency in certain matchups, maybe you manage to micro move and dodge a key cooldown, maybe that stun turned to a root, allowing you to counterattack your overzealous opponents, stuff like that. I think it would really mitigate the feeling of getting CC locked, and also make the game more fun in general on both sides.
Funny thing is there was another qss item but riot being riot in their infinite wisdom removed it bevause it was apparently too usefull I guess....wou would've guessed...
Let's just talk about the fact that mages are literally the only class that cannot buy a qss item. I mean they can, but they cannot upgrade it into anything that is usable for a mage
@@AdnanRahmanovic-vv8lz to be fair, who does get a good upgrade from QSS? The scimitar has been a terrible item more often than not, giving up a huge opportunity for anything else. Right now it's the holy trinity of ass... an expensive item with bad stats and a bad build path.
I think August talked about the shieldbreaking part. He basically said that they wont do this because if there are good options for anti shield they have to buff shields to a point where anti shield becomes necessary to buy. Like the way they struggle balancing healing and antiheal
I heard that too! I still think it would be nice to have and just to have the antishield item to be weak rather than not have it at all. Maybe have it where itt gives really low stats or something or the shield reduction itself is on the lower side
Just make the antishield items garbage to compensate, so you only want to build them if you absolutely have to. Like how an AD carry will usually only build mortal reminder if there's more than 2 problematic healers on the enemy team since Lord Doms is better in every other aspect.
@@Yuni-is-Schrodingers-Fox isnt the current go to armor shred item for adc's mortal reminder since they removed the 'do more dmg to champs with higher max health then you' from lord doms?
@@julianpeschar1801lord doms gives 10 more AD than mortal reminder. Therefore if there's no problematic healers or lifestealers on the enemy team (swain, mundo, briar, etc) Lord Doms is always better. Mortal Reminder is just more common at the moment because it's not that much worse than Lord Doms and lifesteal is just really strong in general right now, especially bloodthirster.
The fact that AD champs have 3 classes (Bruiser, Marksman, Assassin) who all get an entire shop section worth of legendary items for themselves while their AP counterparts all have to pull from the same pool of items is ridiculous. The fact this isn't a bigger priority for them is insane. Most of the AP champs regardless of class end up building almost identically with only a few characters significantly deviating from the same group of items. I get that they have that arbitrary figure or whatever of maximum items the game is allowed to have before it's too many for new players, but if that limit is too low for certain classes, like AP Bruiser, to even functionally exist in the game then maybe it needs revisiting. I mean, seriously, how many real AP Bruisers even are there? I can name well over a dozen AD Bruisers off the top of my head, but the only AP Bruisers I can think of are Gwen, Morde, Sylas, Swain and MAYBE Vlad if you count him. And even then their items are so shit that we've had times when Gwen or Sylas go full AP glass cannon because the few AP Bruiser items are just ass.
You have Singed, Galio(AP tank but he did build off tank AP at times), Rumble, Diana (diver + assasin, so she fits here), AP Jax potentially, Lillia and Volibear are some more that either built AP bruiser or AP+tank at one point or would like more AP bruiser options. So yea, still less that AD fighters
Cosmic is a great (op) item, Riftmaker is fine and Rylais is great, but together you have basically zero resists, you cant quite pair it. There is RoA as well and sadly Nashors is too squishy and only really works on Gwen and Diana, sometimes Voli as its too squishy. Abyssal mask is great now and unending despair or sunfire are decent armor options but yea, AP choices are still scarce
as long as they have the ap black cleaver be a "unique: blight" item, the same as every item with % magic pen including terminus, then it shouldnt be too bad because black cleaver is a "unique: fatality" item, the same as last whisper items and terminus.
I've always said this to my friend that I wanted an AP crit item. he said it was never going to happen and funny enough in Arena we got one. "Rite of Ruin" is an AP crit item that allows ap damage to crit, casting an ability will give a stack (2.5% crit strike chance) up to 8 times giving the player 20% crit strike at the end, and gives the player a 70-210 shield for every crit they land. I know this is in Arena and an ap item that gives 50 AP, 15 AH, a 210 shield, and basically 40% crit is overdoing it but I think with some tuning it could be a really good addition to Summoners Rift and could serve it's own niche on top of allowing Riot to (finally) make a proper AP botlaner.
August explained how problematic it would be to add an ap serpents fang a few times on his streams. It would cause a similar problem that grievous wounds had a while back, where due to accessibility/strength of grievous wounds, the characters that are based on healing became mostly or even fully disfunctional, which has forced riot to buff them, such as soraka cleansing grievous wounds or buffing the healing numbers across the board both in runes and characters. The same or similar thing would happen if anti-shield mechanics became more available. It would mean that there would have to be a compensation buff to the shields, which would in return backfire and make the anti-shield items more mandatory and would make it feel like if you're not buying anti-shield items = you're trolling, just like it happened with highly available 60% grievous wounds back then. Similar story applies to most, if not all items that league community would like to see, but never will. "Give them not what they want, but what they need."
10:37 especially since assassins are mostly single target oriented so they will not apply it as reliably, as other classes. That would be hell. Gutting Ivern, Karma, Janna, because you buy 1 item is not fun.
Except they’re wrong in their analysis. The problem with shield champs is that their targets don’t die. They effectively have a heal that isn’t affected by grievous and the one major counter to AP burst is shields. Without a way around shields mages are effectively useless as their whole bursting aspect is null when their opponents get shields for half their healthy. Also as people said there is already an item like that in wild rift and it’s working out.
@@Darkloid21 In regards to wild rift. You do know its a different game with different balance anchors and item/character balance, right? If you do, then bringing up wild rift seems pointless.
Not really an AP Black Cleaver. Black Cleaver gives offensive stats, HP and armor shred per stack, Abyssal Mask gives only defensive stats and a reduction in MR. Pretty soon the item will get nerfed so bad it might not be worth it anymore. Bloodletter's curse in Arena is a good option for AP Black Cleaver though.
Fun ideas! I was hoping you point out items from other moba games that you want in league, but I get why you didn't take that approach. Throw a dart at dota's shop and you'd hit something OP. Silver edge? Invisibility, damage, and disable all enemy passives. Black King Bar? Olaf ult on demand. Divine Rapier? 350 AD. That's it, that's basically all it does. Blink Dagger? Zero stats, flash active. Actually, I'd love to see more mobility options but only if they had low or no stats. Like, you sacrifice a lot of damage for adc, but you get a dash.
I dont think your takes are too controversial. Exept the shieldbusting one. THAT is a bad idea in my book. Let me explain: Shieldbusting as a current system is REALLY good. 2600 for removing half of the shields is a really good thing. The small problem? Assassing have better options overall, so why make the lulu shield have 200-300 less when you can spend your gold in 200-300 more damage in your rotation. Here is the thing. That is a SUPPORT oriented item for a class that has to support itself. BUT what happens when you give it to someone else? The statline is not really that good so not many people use it. But if you are, for example, a thornmail user and you get serpent fang, you are getting a real good value. Reducing that same shield for 300 while your assassin is dealing 300 more is really good. Not only that it becomes widespread, EVERY shield gets cut in half, and some chars really need it for the playstile they have (kaisa yasuo yone, while i hate the champs, you get rid of the shield and they WILL suck). If you give it to a mage you have a similar problem, while not as widespread as a tank can do, it will be more common. And melee champs will be the ones most afected by it. Shielding makes burst mages either burst harder or burst in ambushes. Giving them pen + shieldbusting would make them just burst no matter the situation. For fighters its again a similar issue, irelia had shieldbusting and it was taken out due to it being too good (among other things) but shields are made to counter small skirmishes,poke, long low damage fights and to protect a bit from burst. For fighters they usually can outlast you due to healing and shields, give ypurself shield and they only have healing so its harder for them to outlast you. Give a fighter shieldbusting capabilities and it becomes a problem again. Shieldbusting as a mechanic right now is a bit unbalanced and busted so i personally think that before adding shieldbusting it should be reworked. My idea is shield penetration, shieldbusting items instead of making it so that a shield is heavily reduced, make a % of damage bypass the shield (5%, 10%, numbers can be tweaked) that would make it a selfish stat which is how i think it should work, while 90% of your damage is still blocked, you still get some and cleanse effects that use shields as a proxy (mf movespeed and other out of combat passives that dont get disabled if you recieve shield damage) this helps for to mitigate the impact of shields as you still have damage going through but the shield is still effective. This way you can be more liberal on to where to give it and tweak numbers Mana haste ap and shield pen? Give it a low % Ap haste shield pen? A bit higher but not by much Hp tank? A more respectable amount but not enough so that other classes might tap into it tho i wouldnt add a tank shieldbusting Hp ad shield pen? Around the same as ap mana and haste Ad lethality and shield pen? A higher amount Ad crit shield pen? A respectable amount but not by much AD AS shield pen? A bit lower than average This way it can be better controlled. And make it a unique passive stat so that you dont stack. Or maybe a flat normal stat and allow the stacking but i dont really like that idea.
Great video concept, interesting item ideas: I would instantly pick up more champions to play (gwen with ap black cleaver, wukong with the sett-thingy) if these items were in the game! 🎉
So, an item designed to be exclusively used by a small fraction of the champion base Make it buff pets AND minions, at least, and it would still be weird Most of the items in the game can work on every champion without side effects. An item that works ONLY for a small amount of the champ base would be weird.
I think there is a real lack of AP assassin items, most AP assassins build themselves just like any normal AP mage They should have items with magical lethality like the wizard boots
Surprised that no one has mentioned this but Abyssal Mask is currently the closest item to "AP Black Cleaver" in the game, it is damage in form of shred (for you and your team) and tankiness, which favors AP bruisers and battle mages in long fights (both Mordekaiser and Udyr mentioned in the video can easily build it). Only missing functionality is the speed per carve, but I suppose if you need speed for chasing, there is an option to go both Abyssal and Cosmic Drive (as seen on solo lane Swain sometimes for example). This item is heavily underrated and no one builds it because it used to suck, now it does not anymore
I used to play vainglory, and in that game, the version of grievous wounds also affected shields. I still don’t know why that isn’t a part of league. You would have to reduce the efficiency of the existing grievous wounds items, but I think it would make people much happier that all sustain is cut with their item
So despite what some might think of the game itself Predecessor has an antiheal magic item called Leviathan which applies antiheal when being hit by magic damage. The passive is that you mitigate 3 percent of magic damage and all targets who had their magic heal reduce by the item has their damage mitgated by an additional 3 percent.
I've heard an opinion that anti-heal items should be active based (instead of a passive effect). Because if grevious wounds are too weak and there is too much healing in the game with no real way to counter it. But if they make grevious strong it invalidates an entire group of champions (f.e. Aatrox or Warwick). And making grevious wounds an active would give it more skill expression and make anti-heal strong without rendering a champion's entire kit irrelevant. What's your opinion on this take?
I actually had some interesting item ideas on my own in the last time, with some definitely being better ideas than others. One idea i am definitely not going to give up is the idea of a crit sheen item for caster marksmen (especially smolder). Navori Sheenblade 25 Crit rate 45 AD 10 AH Cost: 3200 gold Build path: Sheen + Cloak of Agility Unique - Impermanence: Your ability damage and proc damage dealt is increased by 0% − 20% (based on critical strike chance) Unique - Spellblade: After using an ability, your next basic attack within 10 seconds deals 40% AD bonus physical damage on-hit (1.5 (begins after using the empowered attack) second cooldown) which gets modified by critical strikes.
For the adcs, in s9 while largely ignored by most, deaths dance (80 ad, 10 cdr, same omnivamp, same passive) was a decent tech against assassins for crit adcs but wasn't sufficient because most assassins would oneshot you through it anyway. When it got armor and mr it gave enough effective health for crit adcs to gain enough time to heal through the damage. It did cost tank busting and anti range options to run with it though but it also made bloodthirster not trash. Another immense benefit was that it allowed crit adcs to survive without the support player who more often than not for the 99% of adcs was more of a hindrance. Meanwhile attack speed adcs ,bar varus who has had an identity crisis since the rageblade change for double proc to be on 3rd hit, they can always go actual tank items as anti burst. Their damage scales with enemy health anyway. The adc class should have a late game option of items to allow them to counter assassins proper, if ga was changed from revive over 4s to gain 2s of invulnerability upon taking lethal, it would stop being a trash item. Another benefit is assassins and divers will no longer get to win games they have no job winning because the support player is a griefer
We should in fact remove serpents fang from the game. It makes shields too strong if you dont have it and too weak if you have it. Feels like an unnecessary tax. We already have heal debuff that forces heals to be fck broken for healing champions
What about more items that build from Quicksilver sash. Almost no one builds QSS let alone the item it builds into. So the new QSS items work like with Grievous Wounds where there’s one for the different classes and provides some Tenacity (say 25%) on top of the one time use of QSS
As someone who has played a lot of AD champs, I have noticed a lack of AD options compared to what AP items offer. Here are some ideas of my own: 1. An "AP QSS" item. - Not too strong in terms of stats, but as a viable option against a very CC-heavy team. Like Mercurial, it gives +50 MR, but also +70 AP and +10% Omnivamp, in addition to its active which cleanses CC and gives a brief movement speed boost. 2. A crit + lifesteal item - After Bloodthirster got changed, there are no items currently that gives critical chance and lifesteal together. - Maybe an item that gave +50-55 AD, + 25% crit and +12% lifesteal. 3. An AD version of Stormsurge. Some AD champs (like Zed, Talon, Qiyana or perhaps Graves) could benefit from a burst-oriented item, similar to Stormsurge, or the original iteration of Duskblade. - With stats of +60 AD, +15 Lethality and +5% movement speed, and the passive that detonates for additional AoE damage if you take at least 25% of the target's max HP within 2 seconds (scales from 35% of your total AD), I could see this being a decent item for burst-oriented AD builds. 4. A critical chance Hydra item. - The wet dream of AD champs with poor waveclear, like Vayne. Like the other Hydra options, the stats could be like this: +60 AD, +25% critical chance, +25% attack speed. Active: The splash damage on the next attack crits, dealing additional damage around the target, based on total critical chance (10 second cooldown after the empowered attack). - Build path: Tiamat + Noonquiver + Dagger + 300 Gold. 5. AD version of Zhonya's Hourglass - As it says on the tin. Similar to Zhonya's in every way, except for it giving AD instead of AP. - +80 AD, +50 Armor. Active: Place yourself in Stasis for 2.5 seconds. Build path: B.F. Sword + (AD version of Seeker's Armguard) + 550 Gold = total cost: 3250 Gold. 6. AD version of Deathcap - Not sure about this one, but it would have been fun to try out. +95 AD. Passive: Increases your total AD by 35%. - Build path: B.F. Sword + B.F. Sword + 1000G = total cost: 3600G 7. Re-introduced Sword of the Occult as an AD version of Mejai's, with a new stacking starting item.
For the last item the way it can be balanced, would be to give it a nemesis mechanic where you gain the increased damage to the champions who dealt the most damage to you! If you are hitting or hit the nemesis with abilities or auto with hydra enemy champions will still take the increased damage so positioning matters without it becoming only an increase in stats
Take the following ideas not to seriously, i am sometimes theory crafting about how to break the game in a very subtle way just to see what is broken for what reason: Item 1: Infinityquake 10 ah 50 armor 350 health Cost: 2900 G Passive - Second Quake: When an enemy that got cc'ed by you gets attacked by an ally during the cc or 3 seconds after the cc has worn off, restore 30 percent of your basic ability cooldowns (only once per enemy every 5 seconds) Item 2: Thousandhammer Legendary item Cost: 3300 g 40 attack speed 500 health Passive: gains 2 attack speed per 100 bonus health Passive: applies on hit a stacking debuff that reduces attack speed and movement speed by 10 percent. Item 3: I have an idea to rework duskblade of draktharr Price: 3200 50 AD 15 Ability haste 20 Lethality Passive - Spellblade: After using an ability, your next basic attack within 10 seconds gains 50% additional attack speed and deals 30% (+5% per 10 Lethality) AD physical damage. Item 4: Lifeadsorber Cost: 3200 G 20% Lifesteal 30 AD 50 Armor Passive: Whenever you gain health, you gain a shield with 35 percent of the healed value in addition to the heal that decays over 2 seconds
2 items as a top lane tank main id love to see; 1. An item that makes greivous wounds even stronger. For example the health that the enemy isn’t gaining back because of GW you get back instead or it applies more GW than just 40% or allows for stacking if your teammates also build GW 2. An item that partially nullifies percent health damage. Maybe it converts it to damage over time instead of burst or something fun like if you get percent health damaged you gain ability haste
Love how they're still showing chemtech putrifier in the grevious items section even though the item hasn't been in the game (outside of arena) for 9 months now
As a Vlad OTP i would love an ap bruiser item with magic pen, right now you can sorta go mask but only if they have lots of ap, and it still plays into his one shot play style, instead of ramping damage. This could allow him to have multiple play styles as choosing more bruiser/drain tank play style or one shot. (Rn only one shot is viable)
I think the general easy consensus is that we should have an AP antishield item, the other options are aight (minus the sett inspired one which sounds fun but in the territory of "if numbers good = OP, if numbers bad = trash"). I'd personally like the marskman spell-shield (maybe instead of shieldbow), i'd add BACK the antiheal enchanter item, WITH THE EFFECT IT HAD that gave antiheal to the shielded/healed target. It was so good and efficient. Maybe i'd even toss in the MR shred item in the game for the sake of variety, tho i think it'd end up like ohm wrecker where nobody really needs it so nobody builds it. Void already has a shit ton of %pen and you'd only ever really pick up an MR shred mage item in the event all your team picked magic dmg. Also they should split pen like they split physical pen into lethality and armor pen.
I think it is unfair for ADC players to fight against tanks/fighters/assasins that can jump on them all the time with no mayor downside. I feel bad for my jinx trying to kite a Fiora with a dash every second. An AS/Crit item that makes the next AA on a target or all AA in the next 2 seconds stronger after a champ uses a movement avility would be nice. This way you habe to decide if you should use your jump and when. Alternatively you could give a MS buff for the ADC after they land an AA on a chamo that just used a ms ability.
I think it could be really interesting to see Riot implement items with negative effects for a cost. Say a marksmen item that gives you some good stats but also gives -30 ability haste, or a mage item which disables your ability to autoattack but gives a bunch of ability haste. Having items similar to Risk of Rain 2 lunar items could make for some really interesting combos. Helfire tincture could be a tank item which as an active creates a big burn around you which also damages yourself. Gesture of the drowned could also be really cool/fun, with it giving massive item haste for active items, but forces them to be used off cooldown. The list of cool items goes on, and I'm sure taking inspiration from other games item mechanics could be cool. Maybe combining two items into one like in Vampire Survivors, or items which passively take money like the rental cards in Balatro.
They said that they don't want to create "niche" items only a small percentage of players/proplay will use. That's also why they removed anathemas chains, which is like an OP item if the enemy has only one damage type carry you need to build against. That's also why the majority of players (Gold and sub) brainlessly use Riots shop rec without thinking about matchups. They don't want to fill the game with unnecessary things. Which ofc is just sad My source of this is vague I'm sorry, I think it was either a Reddit comment from a dev or one of Phreaks patch reviews
The thing about shieldbreaaking is that assassins gotta commit to go all in to apply the shieldbreak and it doubles down on their way to do their job. If you have shieldbreak on an AP ranged they dont risk anything to apply the debuff. If they didnt have the range advantage then sure. Bruisers are tankier damage dealers that dont need to burst ppl cause they have more sustained damage. Thats why the squishier ones are harder to play overall and why the tankier ones feel so oppressive when ahead
1:45 I believe Varus E has always applied Grievous Wounds, also if I remember correctly Miss Fortune had Grievous Wounds on her Old W "Impure Shots" or maybe her old version of her E "Make it Rain" but I couldn't find the source on which ability, but I do see old Reddit post asking for it back
My opinion: For outplaying & Snowballing: Prowler's Claw, Hextech Gunblade For poke: Duskblade, AP Duskblade For Bruisers: Goredrinker For ADC's Gap Closer: Gale Force For Control and Bruiser Mages: AP Hydra and AP Serpents Fang
Something I’d want is the return of sword of the occult along with an AD Dark Seal. The game is different than when it was removed, and I think it can be balanced now. There are no inherent differences between it and Mejai’s now. They can make it unique so you can’t pick up both of the stacking snowball items which might have been a problem. Another wish list item is an AP cull item for those farming mages who want to hit that 2 item power spike earlier. Just give it similar stats to cull, and maybe a unique passive that gives 3-4 mana per unit killed. So if you farm a full wave you get 18-24 mana, not much but maybe an extra spell every 2 waves. Having a tank cull item would also be good but not sure how to really balance it, maybe health + mana regen on auto attacks.
Although it's a Tank item, Abyssal Mask functions like an "AP Black Cleaver" only better, since it reduces MR instantly. It's also great for AP bruisers that are facing AP damage from either tanks or mages. (I know it's not optimal to build if you go against a full AD team, but it's still a borderline OP item)
i always wanted to see AD Enchanter Items, which will benifit AD Senna but also allows more design variety because it opens up the possibility to get ad based enchanter by design like Senna always was ment to be
I wouldnt mind them adding bloodletters curse to the rift with some adjustments, as long as you can't build mask at the same time. I think we need a champ or two with a shield breaking mechanic like rell, letting it be a counterpick instead of an itemization issue, and allowing shields to still be fully effective if you play around them and their cooldowns.
I recently heard some rioter(I think August?) talk about anti-heal and thornmail. Idea is that thornmail is not so much meant to be a supportive/non-personal output(as other anti-heal items are), but more for personal power and countering AD champs - specifically ADCs - from using you as a healthpot/outhealing you when you are on top of them. I mean, even if thornmail gave anti-heal vs non-AAers... it'd still be a big Armor item at the end of the day anyway.
Actually, there is similiar item to the stacking damage item you mentioned in Wildrift. It is the passive of abyssal mask. It store pre mitigation magic damage you took and if you CC a champion it release all of it as AOE damage. Would be pretty busted against AP comps
0:16 kassadin can just r out and veigar can just destroy spellshield by any other spell so that not very good example but i know that just pointing finger where its not neccesery
Honestly Event Horizon is definitely not the reason I would be buying Banshees in that match-up. It's actually just anti-burst. Much harder to get R executed if his first spell doesn't hit.
SHIELDS: Grevious Wounds applies to incoming shields as well. So if someone is affected by grevious wounds, they get reduced shielding. it says so right in the item description. Pair it with serpents fang and you make shielders useless. Even moreso with shieldbreakers like renektons W. There is a reason why spell shield is not meant to be adc specific. Because back in season 5 or 6, when the banshee had HP, MR and AR+spellshield, everyone built it. And if tanks did not build it, then every adc built it as their last item. always. and spellshield adc item would end up being the same. it would be built on every adc ever and it wouldn't be a 4th item. it would be first or second item. MR Shred: Abyssal Mask shreds 30% of enemy magic resist. It's insane on any AP bruiser or AP assasin. The reason it is not popular, is because it does not give AP: If it did, every swain, kata, diana, hell anyone ap would build it.
Grievios wounds should also be a active item that way you can apply a stronger effect in a more tactical way, just make the cooldown long so you cant just press it and play on every interaction.
What other games have when designing a skill or item that let's you hit back harder is increasing the damage you take as well. So it is really a high risk high high reward.
Speaking of spell shield - it works on assassins because it's a class that almost always has first strike advantage. Nocturne or KaZix stay out of the enemy's view before they decide to attack the enemy themselves. For ADCs, the spell shield is almost useless. You're standing in full view of everyone and you're the one who gets prioritized to have all the shit flying at you in the game. You have no way to be guaranteed to save your shield before entering combat.
abyssal mask is already an mr shredding item. a lot of AP bruisers you mentioned can build abyssal mask without it being troll. If you see a rumble, mordekaiser, Udyr or swain building abyssal mask you wouldn’t bat an eye
Items like Spellbinder were an issue to the game. They were gutted in low and mid elo because high elo and pro play could easily abuse them. Basically, the corki/azir/k'sante situation once again. So they shifted their active effects to passive ones, or removed them. Stormsurge is kind of a spellbinder, edge of the night got changed to a passive with lower cooldown, twin shadows got removed, etc
I think league should give a bigger focus on non legendary itens. Where tunnel to legendary itens aren't the only way to play the game. Even the few alternatives we had such as stacking dorans or sitting on hexdrinker aren't a thing anymore. Removing all the sustain from runes and jungle itens , refillable potion so players have to spend more gold on potions. You can beeline for a legendary item if you wish, but that opens room for your opponent to punish you for taking the greedy route. Sieging has became increasingly pointless when half of the champions can tap a minion wave and heal back to full, and with that much sustain, for assassins and burst mages to chunk with the first rotation, wait for cooldowns, then go for the kill ceased to became an option because by the time your cooldowns are back, the opponent was full HP again, it became increasingly mandatory for you to go 100-0 straight away not to be useless. With how powerful sustain is, lifesteal should be harder and more inconvenient to get.
while an ap black cleaver is nice, i feel like everybody forgets that abyssal mask is a thing. It doesn't give any offensive stats on paper, but it has instant 30% mr shred to anyone within like 700 units. if you were to change its buiildpath to be belt + codex instead of cloak + kindlegem, it would probably see a lot more use as a cleave item. (and also changing all mr given into ap, including the passive)
The reason we don’t need an ap serpents fang is because ad champions have to commit way harder to get kills and need a way to get through shields while hard committing but ap champions are typically far less committal and should not have a way to burn though your whole shield from a screen away
@@ransum_ The Wild Rift version of AP Serpent's Fang (Oceanid's Trident) reduces the effect of a shield by 40% for single target abilities and 25% for AoE abilities so they absolutely realise the impact of AoE shield debuffing and attempt to mitigate it.
Are we playing the same game? How are assassins like Zed and Talon committing more when they get huge escape abilities after a 0.3s burst while a mage with zero mobility has to either get a kill or get shredded to bits with all of their kit on CD? Veigar goes in, lands E, throws his kit, the enemy gets their health in shield, and then you're left wobbling away, hoping that the other champ is dumb enough not to press a button and get a free kill?
These morons forgetting the fact that healing is permanent while shielding is temporary. There is a way of dealing with shields before Serpent Fang, which is waiting for it to expire. That's why only Assassins are allowed to have Shield busting option, they don't have the opportunity to wait that out. If there is an AP Shield busting item, it needs to be tuned for AP Assassins so mages can't just poach it. But then again AP items are too generalized that sometimes AP bruisers/mages/assassins literally build the same items so that ain't gonna happen.
2:55 GW is not supposed to completely gut healing champs regardless of if the items are “counter items” or not. That’s why Riot moved away from 60% GW, because it created an arms race between healing and GW to the point where healing champs could still work through 60% GW and they became overbearing without it. Giving an MR GW items to tanks would mean Sylas, Swain, Vlad, Lillia and Zac would get compensation buffs, maybe not to their healing but in some way and that frankly just isn’t needed for any of them.
I really want a lethality sheen item that ideally gives assassins some kind of extra damage against tankier opponents. Assassins are the only class who can't do anything against their counters. They shouldn't become tank shredders, and we had something similar in the old eclipse, but making it an item that requires you to stack lethality for it to be gold efficient could fix it being taken all the time by bruisers. As an assassin there is no way for you to do meaningful damage to a tanky opponent most of the time, and giving some kind of mild tank busting so they aren't entirely useless would be nice. Again, all other classes have options against their counters, squishy mages and adcs have multiple options to itemize against burst, so I don't think it would break the game for an assassin to be able to take a bigger chunk of health out of a fed top laner in teamfights.
I would take any of those for what we have in league right now... Also, I miss stacking armor pen XD Building this on darius was so fun. And it wasn't even that op, you weren't as tanky while building them. It was just fun to see tanks getting melted
Ap Black Cleaver already exist in arena mode! Tbh Arena has bunch of cool items, would love to see you take closer look at them and pick some that could work on our favourite summoners rift ;)
If they add ap serpent fang, they will need to massively buff every single shield in the game. This is because AP champions have a much easier time proccing it in a bigger ar ea and with a longer duration ( Spells dots + liandry blackfire torch. You would just end up in a scenario where all shields would be mega buffed and you would be forced to build that item every time you face any shields. 1 singular ap champion like brand, karthus, viktor, etc, would neutralize every shield with 1 spell cast. That is much much harder to do or even impossible on a lot of serpents fang users.
The problem with Ap serpent fang is that it's way to valuable on control mage/zoners. They hit in a large zone, able to hit basically the entire team, Brand/Anivia/Orianna. The meta fort support role is already filled with ap mages, and i think they really need to be careful if they actually had an Ap serpent fang
AP black cleaver is already in the game, they just need to retune "blood letters curse" from arena onto Summoners rift. Also imo instead of MR thornmail, they should take GW off of thornmail. And make either an HP or mixed resist GW item. Like Bamis + 800g HP GW item = Garlic Necklace. 600hp item with small low damage aura that applies heal cut... Or maybe like Aegis + HP heal cut item= 30 mr, 30 armor, 300hp with an active that heal cuts everyone within a decent range. If they want skill expression to it by making it an active item.
"Ap black cleaver" exists just in arena and it gives resists instead of HP but works in pretty much the same way reducing magic res by 30% when you deal magic dmg Btw 10 flat pen on a burst mage (most likely trying to burst down a squishy target) makes a significant difference especially when you have other sources of pen like boots and voidstaff, if we say that a burst mage at 3 items + boots can push for 2000dmg with full combo then that 10 flat pen can increase your dmg by nearly 200, in case of ad assassins they'd cut that hypothetical 400hp shield in half giving you pretty much the same value in the end But why do math i guess lol
I think Anti-Heal two-fold problem tbh. The first issue is that only 2 grievous wound items are actually worth getting (mortal reminder ha 30% armour pen and thornmail is just an item a lot of tanks end up getting regardless of anti-heal for reflecting damage). The other anti-heal items need some secondary utility to them because they're just worse versions of any other item. 1. Like let's take Morello for example. It cost 2950 gold, it has 75 AP, 350 Health and 15 AH. Rocket Belt costs 2600 gold, it has 60 AP, 350 Health and 15 AH and comes with a dash active that also deals damage with projectiles. 20 AP (Amplifying Tome) costs 400 gold, 15 is 75% of 20 meaning 15 AP should be worth 3/4ths of 400g, in other words 300 gold and yet you're paying 350 gold for it here with no secondary utility that could ever compare to the dash. Chempunk Chainsword costs the same as Spear of Shojin with the same Health and AD values, Spear of Shojin also has 25 AH on basis abilities compared to 15 on all abilities but Spear also increases your damage when you do damage. Chainsword also costs the same as Sundered Sky which has 5 less AD, 50 less Health and 5 less AH but you get more damage out of it and also some extra sustain with it's passive. Black cleaver costs 100 gold less than Chainsword and while it has 5 less AD and 50 less Health it also has 5 more AH and strips armour on physical damage and gives movement speed on physical damage. As for how to change these I think for Morello just swap out the blasting wand for Fated Ashes but leaving the final item cost the same and adding a burn effect to it. That way, mages actually get some value out of the item besides anti heal for it to fill an inventory slot. For Chainsword, I'm not too sure what'd be the best. Maybe just replacing giants belt with Phage and giving you movement speed on hit but you'd still be competing directly with black cleaver then. Maybe giving it a slow on ability hit? That way it's a distinctly different item but they did remove frozen mallet so maybe they don't want that. IDK would love to discuss this further. 2. Then the second is that anti-heal needs to be more effective the more of it you have. I could see a world where anti heal starts off at 30% from one person but then gets an extra 10% for every extra source of anti-heal with source here being champion specific. So like 3 people with anti-heal would result in a 50% effect and 5 people with it would leave it at 70% effectiveness. I could also see it be something with diminishing returns so like it starts at 30% and then if a second source of anti heal is procced on the target that would add 50% to the effectiveness of the base value so 2 sources is 45% anti heal (better than current state) and then a 3rd source gives a third of the original value of 30 meaning it add a flat value of 10 getting us to 55% and so on. Maybe it doesn't even need to be less effective past that point, if a whole team brings anti-heal it would then reduce healing by 75%. And I firmly believe these need to be solved first before we talk about adding NEW anti-heal items because depending on the changes made to the existing anti-heal items the need for an MR anti-heal item might not be needed because other classes now have reasons to buying it.
Executioners calling has been in the game since Season 1 and has had Grievous wounds since then, people just never built it because it took a whole item slot and didnt build into anything so you were essentially dedicating an item slot to grievous wounds.
The only stat it provided was Crit Chance, as well, so ~90% of champions had no use for anything except for the Wounds. It didn't see relevance until the Crit Chance was exchanged for AD.
If you have a AOE burn champ, brand/singed have them build serpants fang even though its AD. They will be able to stack thousands of more shield shred per fight than any champ thats "supposed" to build serpants fang. Had a game on singed where i built serpants 3rd while my talon built it 2nd. Probably about 8-10min gap between his and mine. A single team fight and i had 5k shred while he had 2.3k even with having the item for 10mins longer. Serpants fang did 4x the "damage" as Liandrys by the end of the game.
Chemtech Putrifier was not cut out because it was too similar to Morello but because enchanters were forced to pat the tax for it. AND they could give their teammates GW as well.
I remember when Kled's Q got a shield breaking effect and I thought "FINALLY, the mechnics in the game, the item will be here soon". I've been asking riot for ap shield breaking items for over half a decade, every video i can find, they just don't care. We need running out of mana to matter, and resource management to pay off and OUTSCALE champs with stuff like: energy, rage, or just no costs.
the sett item is kinda already a thing in wildrift, it's the abyssal mask where you can store magic damage for a while and your next crowd control will emit a explosion that deals magic damage based on the magic damage you've taken also, for the Black Cleaver for magic damage, Abyssal Mask kinda does that, it shreds MR and gives you MR. but it really isn't useful for Bruisers like Morde, Gragas or Gwen since you're better off with a void staff tbh (since you can only have 1 blight item) it should be good if the item aligned well to bruisers that like to stick on a fight,
I dont think so, every single class can get anti heal that will work against him, just tanks dont get to build one I wish they kept the "CC activates anti heal" part of thornmail, would at least make the anti heal consistent , despite no reducing magic damage
Guys bear in mind (as I made very clear in the video) these are just a bunch of spitball, back-of-napkin ideas. I got a couple comments from people telling me I'm worse than Phreak. If I had governing agency over this then of course I wouldn't just throw these ideas in the game willy nilly -_-
How dare you brainstorm how to make League better.😂 It has to remain a pool of toxicity. Otherwise us league players might disperse back into society.
Also my favorites of your ideas are the ap serpents fang and ap black cleaver. Not only would those be welcome on ap champs but they might close enough gaps that some of the ad champs that can cheese ap would be more viable.
3:10 and this is why thornmail is NOW COUNTER PICK/DMG item you play against ww or something that basicly only AA like trundle? you buy thornmail and not mostly for antyheal but FOR DMG because you cant even aply antyheal as a tank thats why when you play against soraka as tank your adc should buy antyheal and not support like it was before i mean most of the time its easier to buy 800 antyheal that is for AD or AP because THEN your ADC doesnt have to buy that
3:57 deaths dance should be scaling with base ad and some of the bonus ad cuz barely any bruser is buying only darius buy that basicly never saw this on anyother champion and only on darius because ofc his passive+conqueror and he have more then 550 ad while having 2 max 3 items on ad
and pls give me back my old zeke convergence it worked SO MUCH BETTER then this DOGSHIT NOW
given how much you dislike yone im surprised you suggested a crit spellshield item
7:16 Just make that "AP Black Cleaver" also a Blighted Jewel item, so they can't stack both. That problem is pretty easy to solve.
Abyssal mask would need to get removed for that, next patch already killed it anyway
@@mister8560 i mean not really , they just need to make it so they are mutually exclusive like last whisper items and cleaver
Doesn't matter BC Doesn't have last whisperer and still when you finish it, you can't build the rest anyways.
@minhocho5487 if necessary, they could modify the build path of bc
Would love that as heimer honestly
Before watching: We HAD an AP Serpent's Fang, it was the original Shadowflame. The problem is that it was just 'Enemy has shield? Have some magic pen idk' and not the actual reason to buy Serpent's Fang.
Old Shadowflame adds like 10 flat magic pen against shields, it's not good at what it did and people literally just built it for some extra AP(since there's like 3 viable AP items aside from Mythics).
That was incredibly fun. It would be like "Enemy is healing 80% of their health with a basic ability? Here's 12 lethality"
It was only technically anti-shields. It gave flat magic pen if the enemy was benefitting from shields. It was more of a win+ situation. Serpent's fang is SPECIFIC in it's anti-shield design. Shreds any shields it touches AND reduces shielding by 50% for some time after
@@adolphin9348except 10 pen (20) in magic pen, which is base 30-52 is worth a lot more, than in armor, where it goes up to a 100.
Old pen was ridiculously high, ludens have you up to 26, shadowflame gave 10-20, morello gave 10, Boots gave 18 and void staph 40%. So even if the enemy ADC bought a 50 mr item (yes the shield one, it was still true dmg)
the old shadowflame didn't work as a shield breaker lol, it only gives you 10 points of magic penetration which was a very mediocre item with no function at all
In Arena there's an item called "Bloodletter's Curse" which is essentially an AP black cleaver
and also its a tank item as well
Which is why its one of the best items in that mode @LabRatz-Ivor
What about Abyssal Mask?
honestly, I would rather void staff have a black cleaver-esque interaction. Not just nullify resistances for yourself, but also help the entire team bring a beefy target down.
@@ignacioruhe2987 you can't build both in arena, but mask is more for tanks, and bloodletter's is more for damage dealers
Heavily agree with ap serpent fang
Wild Rift has it 😂
Worst part is serpent is only assassin
Wild rift has one and its really useful
You all say that and yet nobody even build the current one 😂
I'm still salty they removed it on shadowflame. But it was way worse than serpents anyway
The thing is : they already made an ap Serpent' fang in wild rift , it's called Oceanic Trident and works exactly the same as it's ad counterpart , so i don't see a reason why they can't just add it to the game
They dont want to have to overbuff shields if they added shield break. AP would be more problematic as many mages dont have to commit engage in fights like AD, and AP assasins scale better so those dont need it
The activation is different: no difference if you are melee or range. The difference is in a application. If the damage solo target, then the shred is normal, is that was a splash damage, then the shred is smaller
@@Nemezida97 yes, but it is so much easier to apply from range as a mage, making it more broken on ranged. Also, this would force Riot to buff all shields, so you would be inting by not building shield break, but paying a tax on this.
It is the same issue with antiheal, which is why only really adcs have a decent one to buy and everyone pays a tax for it so that they dont buff heals
focus. they are dumping league in order to focus more on wild rift which earns them more money because they can use it as a casino front without backlash
@@NightridingDoomtrue with the cassino part
"AP serpents fang"
*LAUGHS IN OCEANIDS TRIDENT*
Wild rift on its way to have everything that LoL needs
Except having a fun Janna @@rettleemboys9998
@@rettleemboys9998wild rift is, as always, a step ahead. Literally League ports stuff from WR. They even have T-rex!!!!
The straw that will break the camels back will be mr thornmail
@@rettleemboys9998 its basically league 2.0 at this point
Wild Rift has a AP serpent fangs, and it kinda gives a defensive option for ADCs, since you can build Zhonyas in any champ since it's a upgrade in the boots
Boots upgrades in wildrift are broken, anyone can build anything, zhonyas being the most overpower, good thing it dosn't give armor
@@dudu2626-v3l to be fair, any champ can build it, but there are champions that can make a better use of it ( like fizz spendind 1000 Gold for it and having a extra item slot compared to normal league )
@@dudu2626-v3lIt can give armor 😭
@@dudu2626-v3lthere is an item on wildrift that has armor ,ap and ability haste just like Zhonya. Its like a AP verison of thornmail but scale with your AP. It reflects any physical damage back to the enemy with AP scalling and on a charge maxing 3 charges but refreshes immediately.
@@dudu2626-v3l nah not even that broken, yes zhonya is good but wasting 1000 gold just to delay inevitably is not worth it, except you played against full burst comp which rarely happens the higher you climb proto and magnetic is way way more broken.
Ad bruisers have such amazing items with a great variety of stats and ap bruisers get left in the dust. I want an ap stridebreaker.
I miss old ffg demonic embrace AP bruiser shyv :')
@@ashtonshephard3852what’s ffg
I loved demonic embrace it felt good then they removed it and while they where at it nerf riftmaker
Rylai is better at holding people down.
@@chaotixthefox it was for the tank stats and just a little extra stickiness. W provides most of what you needed if you build any AP at all nearly
Honestly, for the sake of Game feel I really wish the options for QSS were a bit better. I might be a bit biased towards it as a Rengar main, but being able to open up more options in how you play against certain champs isn't particularly a bad thing in my mind. and it's obviously a bonus to not have to sit through a Morgana stun anymore. even just something like a passive that turns Hard CC into really strong soft CC, like forcing you to be extremely slow could allow players to buy it for more agency in certain matchups, maybe you manage to micro move and dodge a key cooldown, maybe that stun turned to a root, allowing you to counterattack your overzealous opponents, stuff like that. I think it would really mitigate the feeling of getting CC locked, and also make the game more fun in general on both sides.
Funny thing is there was another qss item but riot being riot in their infinite wisdom removed it bevause it was apparently too usefull I guess....wou would've guessed...
So if we add this item. What is Morgana's role in the game after you buy it? Can she do anything at all anymore?
Let's just talk about the fact that mages are literally the only class that cannot buy a qss item. I mean they can, but they cannot upgrade it into anything that is usable for a mage
i have to agree on QSS. Problem is, there will always be one superior QSS item.
they tried it twice and failed twice.
@@AdnanRahmanovic-vv8lz to be fair, who does get a good upgrade from QSS? The scimitar has been a terrible item more often than not, giving up a huge opportunity for anything else. Right now it's the holy trinity of ass... an expensive item with bad stats and a bad build path.
League's community with magic pen boots : 😃😃
With lethality boots : 🤬🤬
Wild rift:👀
There are far fewer options for magical penetration than lethality, which is why pen boots need to exist and lethality doesn't.
Meanwhile wild rift Magic boots giving 55 ap on top of the pen
@@rettleemboys9998 i don't play wildrift but damn that's generous
i would hate quinn even more..
Imagine ad zhonyas 💀
wild rift has you covered
Zhonya k'sante
@@sunkenspirit4193 boots enhancement
Guardian angel
@@abbemartensson3850pretty much
I think August talked about the shieldbreaking part. He basically said that they wont do this because if there are good options for anti shield they have to buff shields to a point where anti shield becomes necessary to buy. Like the way they struggle balancing healing and antiheal
I heard that too! I still think it would be nice to have and just to have the antishield item to be weak rather than not have it at all. Maybe have it where itt gives really low stats or something or the shield reduction itself is on the lower side
Just make the antishield items garbage to compensate, so you only want to build them if you absolutely have to. Like how an AD carry will usually only build mortal reminder if there's more than 2 problematic healers on the enemy team since Lord Doms is better in every other aspect.
@@Yuni-is-Schrodingers-Fox isnt the current go to armor shred item for adc's mortal reminder since they removed the 'do more dmg to champs with higher max health then you' from lord doms?
@@julianpeschar1801lord doms gives 10 more AD than mortal reminder. Therefore if there's no problematic healers or lifestealers on the enemy team (swain, mundo, briar, etc) Lord Doms is always better. Mortal Reminder is just more common at the moment because it's not that much worse than Lord Doms and lifesteal is just really strong in general right now, especially bloodthirster.
The fact that AD champs have 3 classes (Bruiser, Marksman, Assassin) who all get an entire shop section worth of legendary items for themselves while their AP counterparts all have to pull from the same pool of items is ridiculous. The fact this isn't a bigger priority for them is insane. Most of the AP champs regardless of class end up building almost identically with only a few characters significantly deviating from the same group of items.
I get that they have that arbitrary figure or whatever of maximum items the game is allowed to have before it's too many for new players, but if that limit is too low for certain classes, like AP Bruiser, to even functionally exist in the game then maybe it needs revisiting. I mean, seriously, how many real AP Bruisers even are there? I can name well over a dozen AD Bruisers off the top of my head, but the only AP Bruisers I can think of are Gwen, Morde, Sylas, Swain and MAYBE Vlad if you count him. And even then their items are so shit that we've had times when Gwen or Sylas go full AP glass cannon because the few AP Bruiser items are just ass.
You have Singed, Galio(AP tank but he did build off tank AP at times), Rumble, Diana (diver + assasin, so she fits here), AP Jax potentially, Lillia and Volibear are some more that either built AP bruiser or AP+tank at one point or would like more AP bruiser options. So yea, still less that AD fighters
Cosmic is a great (op) item, Riftmaker is fine and Rylais is great, but together you have basically zero resists, you cant quite pair it. There is RoA as well and sadly Nashors is too squishy and only really works on Gwen and Diana, sometimes Voli as its too squishy. Abyssal mask is great now and unending despair or sunfire are decent armor options but yea, AP choices are still scarce
Problem with Sylas as you wrote is that he has to go full glass cannon, because there is not enough haste + ap + HP
as long as they have the ap black cleaver be a "unique: blight" item, the same as every item with % magic pen including terminus, then it shouldnt be too bad because black cleaver is a "unique: fatality" item, the same as last whisper items and terminus.
Overlord's bloodmail??? It gives you 10% bonus AD when you are low
I've always said this to my friend that I wanted an AP crit item. he said it was never going to happen and funny enough in Arena we got one. "Rite of Ruin" is an AP crit item that allows ap damage to crit, casting an ability will give a stack (2.5% crit strike chance) up to 8 times giving the player 20% crit strike at the end, and gives the player a 70-210 shield for every crit they land.
I know this is in Arena and an ap item that gives 50 AP, 15 AH, a 210 shield, and basically 40% crit is overdoing it but I think with some tuning it could be a really good addition to Summoners Rift and could serve it's own niche on top of allowing Riot to (finally) make a proper AP botlaner.
Shadowflame gives AP crits
In wild rift we have infinity orb
No fr as a Diana mine I’d loveee to be able to go an attack speed crit build
Wasn't there an item called Jeweled Gauntlet before that did that?
@@hiurro Though you're right in a sense when talking about crit I'm talking about all the time crit not when you're below 30% hp to crit.
August explained how problematic it would be to add an ap serpents fang a few times on his streams. It would cause a similar problem that grievous wounds had a while back, where due to accessibility/strength of grievous wounds, the characters that are based on healing became mostly or even fully disfunctional, which has forced riot to buff them, such as soraka cleansing grievous wounds or buffing the healing numbers across the board both in runes and characters.
The same or similar thing would happen if anti-shield mechanics became more available. It would mean that there would have to be a compensation buff to the shields, which would in return backfire and make the anti-shield items more mandatory and would make it feel like if you're not buying anti-shield items = you're trolling, just like it happened with highly available 60% grievous wounds back then.
Similar story applies to most, if not all items that league community would like to see, but never will.
"Give them not what they want, but what they need."
10:37 especially since assassins are mostly single target oriented so they will not apply it as reliably, as other classes. That would be hell. Gutting Ivern, Karma, Janna, because you buy 1 item is not fun.
Except they’re wrong in their analysis. The problem with shield champs is that their targets don’t die. They effectively have a heal that isn’t affected by grievous and the one major counter to AP burst is shields.
Without a way around shields mages are effectively useless as their whole bursting aspect is null when their opponents get shields for half their healthy.
Also as people said there is already an item like that in wild rift and it’s working out.
@@Darkloid21 In regards to wild rift. You do know its a different game with different balance anchors and item/character balance, right? If you do, then bringing up wild rift seems pointless.
@@umechrono nope, it’s proof that something like that can work. Otherwise right now we have one subpar item
@@wuj0-themanthemyththelegen856 Graves GP Qiyana Zed are not single target dealer at all
ap black cleaver is just abyssal mask
it makes you tankier and gives u offensive powers
Not really an AP Black Cleaver. Black Cleaver gives offensive stats, HP and armor shred per stack, Abyssal Mask gives only defensive stats and a reduction in MR. Pretty soon the item will get nerfed so bad it might not be worth it anymore.
Bloodletter's curse in Arena is a good option for AP Black Cleaver though.
5:57 Brother LDR is a dead item, MR is all the rage nowadays
Fun ideas! I was hoping you point out items from other moba games that you want in league, but I get why you didn't take that approach.
Throw a dart at dota's shop and you'd hit something OP.
Silver edge? Invisibility, damage, and disable all enemy passives.
Black King Bar? Olaf ult on demand.
Divine Rapier? 350 AD. That's it, that's basically all it does.
Blink Dagger? Zero stats, flash active. Actually, I'd love to see more mobility options but only if they had low or no stats. Like, you sacrifice a lot of damage for adc, but you get a dash.
I dont think your takes are too controversial. Exept the shieldbusting one. THAT is a bad idea in my book. Let me explain:
Shieldbusting as a current system is REALLY good. 2600 for removing half of the shields is a really good thing. The small problem? Assassing have better options overall, so why make the lulu shield have 200-300 less when you can spend your gold in 200-300 more damage in your rotation. Here is the thing. That is a SUPPORT oriented item for a class that has to support itself.
BUT what happens when you give it to someone else? The statline is not really that good so not many people use it. But if you are, for example, a thornmail user and you get serpent fang, you are getting a real good value. Reducing that same shield for 300 while your assassin is dealing 300 more is really good. Not only that it becomes widespread, EVERY shield gets cut in half, and some chars really need it for the playstile they have (kaisa yasuo yone, while i hate the champs, you get rid of the shield and they WILL suck).
If you give it to a mage you have a similar problem, while not as widespread as a tank can do, it will be more common. And melee champs will be the ones most afected by it.
Shielding makes burst mages either burst harder or burst in ambushes. Giving them pen + shieldbusting would make them just burst no matter the situation.
For fighters its again a similar issue, irelia had shieldbusting and it was taken out due to it being too good (among other things) but shields are made to counter small skirmishes,poke, long low damage fights and to protect a bit from burst.
For fighters they usually can outlast you due to healing and shields, give ypurself shield and they only have healing so its harder for them to outlast you. Give a fighter shieldbusting capabilities and it becomes a problem again.
Shieldbusting as a mechanic right now is a bit unbalanced and busted so i personally think that before adding shieldbusting it should be reworked.
My idea is shield penetration,
shieldbusting items instead of making it so that a shield is heavily reduced, make a % of damage bypass the shield (5%, 10%, numbers can be tweaked) that would make it a selfish stat which is how i think it should work, while 90% of your damage is still blocked, you still get some and cleanse effects that use shields as a proxy (mf movespeed and other out of combat passives that dont get disabled if you recieve shield damage) this helps for to mitigate the impact of shields as you still have damage going through but the shield is still effective. This way you can be more liberal on to where to give it and tweak numbers
Mana haste ap and shield pen? Give it a low %
Ap haste shield pen? A bit higher but not by much
Hp tank? A more respectable amount but not enough so that other classes might tap into it tho i wouldnt add a tank shieldbusting
Hp ad shield pen? Around the same as ap mana and haste
Ad lethality and shield pen? A higher amount
Ad crit shield pen? A respectable amount but not by much
AD AS shield pen? A bit lower than average
This way it can be better controlled. And make it a unique passive stat so that you dont stack.
Or maybe a flat normal stat and allow the stacking but i dont really like that idea.
Great video concept, interesting item ideas: I would instantly pick up more champions to play (gwen with ap black cleaver, wukong with the sett-thingy) if these items were in the game! 🎉
PLEASE GIVE US A MINIONMANCER ITEM, THATS ALL I WANT, JUST AN ITEM THAT BUFFS PET SUMMONS PLEASE
So, an item designed to be exclusively used by a small fraction of the champion base
Make it buff pets AND minions, at least, and it would still be weird
Most of the items in the game can work on every champion without side effects. An item that works ONLY for a small amount of the champ base would be weird.
Too niche to be added
In wild rift we have ap serpent fang
I think there is a real lack of AP assassin items, most AP assassins build themselves just like any normal AP mage
They should have items with magical lethality like the wizard boots
Surprised that no one has mentioned this but Abyssal Mask is currently the closest item to "AP Black Cleaver" in the game, it is damage in form of shred (for you and your team) and tankiness, which favors AP bruisers and battle mages in long fights (both Mordekaiser and Udyr mentioned in the video can easily build it). Only missing functionality is the speed per carve, but I suppose if you need speed for chasing, there is an option to go both Abyssal and Cosmic Drive (as seen on solo lane Swain sometimes for example). This item is heavily underrated and no one builds it because it used to suck, now it does not anymore
Or Rylais for chasing
Nahhh bro Imagine a Vayne running at you or a Kaisa teleporting with a spell shield😭🤌🏻
4:50 holy i just realized that Edge of night is a full-body cloak and not just a cape
Pretty sure that's what all capes are, except for super heroes...
Same
I used to play vainglory, and in that game, the version of grievous wounds also affected shields. I still don’t know why that isn’t a part of league. You would have to reduce the efficiency of the existing grievous wounds items, but I think it would make people much happier that all sustain is cut with their item
Ah mortal wound 😢 I love being insta killed by the tiger lion guy with the chainsaw rocket axe thing build the crit built 😩. I miss vainglory
So despite what some might think of the game itself Predecessor has an antiheal magic item called Leviathan which applies antiheal when being hit by magic damage. The passive is that you mitigate 3 percent of magic damage and all targets who had their magic heal reduce by the item has their damage mitgated by an additional 3 percent.
I've heard an opinion that anti-heal items should be active based (instead of a passive effect). Because if grevious wounds are too weak and there is too much healing in the game with no real way to counter it. But if they make grevious strong it invalidates an entire group of champions (f.e. Aatrox or Warwick). And making grevious wounds an active would give it more skill expression and make anti-heal strong without rendering a champion's entire kit irrelevant. What's your opinion on this take?
Black Cleaver for mages is Abyssal masks but not really
you know youre saying some dumb sht when you cant even agree with yourself fully
and they are nerfing it to ground
@@cnrx4596 they're nerfing the tankiness not the shred
@@jamesexeisnotresponding6686 so why use it if void staff is better? or even the other (crpytic bloom?)
@@model84your tanks or bruisers can buy it so you deal more damage and maybe delay void stuff
Abyssal Mask is kind of an AP Black Cleaver tho
I think grieves wounds items should be removed from the game, so that way healing champs can be properly balanced.
Overlords bloodmail serves what you actually explained in the bruiser item
I actually had some interesting item ideas on my own in the last time, with some definitely being better ideas than others.
One idea i am definitely not going to give up is the idea of a crit sheen item for caster marksmen (especially smolder).
Navori Sheenblade
25 Crit rate
45 AD
10 AH
Cost: 3200 gold
Build path: Sheen + Cloak of Agility
Unique - Impermanence: Your ability damage and proc damage dealt is increased by 0% − 20% (based on critical strike chance)
Unique - Spellblade: After using an ability, your next basic attack within 10 seconds deals 40% AD bonus physical damage on-hit (1.5 (begins after using the empowered attack) second cooldown) which gets modified by critical strikes.
For the adcs, in s9 while largely ignored by most, deaths dance (80 ad, 10 cdr, same omnivamp, same passive) was a decent tech against assassins for crit adcs but wasn't sufficient because most assassins would oneshot you through it anyway. When it got armor and mr it gave enough effective health for crit adcs to gain enough time to heal through the damage. It did cost tank busting and anti range options to run with it though but it also made bloodthirster not trash. Another immense benefit was that it allowed crit adcs to survive without the support player who more often than not for the 99% of adcs was more of a hindrance.
Meanwhile attack speed adcs ,bar varus who has had an identity crisis since the rageblade change for double proc to be on 3rd hit, they can always go actual tank items as anti burst. Their damage scales with enemy health anyway.
The adc class should have a late game option of items to allow them to counter assassins proper, if ga was changed from revive over 4s to gain 2s of invulnerability upon taking lethal, it would stop being a trash item.
Another benefit is assassins and divers will no longer get to win games they have no job winning because the support player is a griefer
We should in fact remove serpents fang from the game. It makes shields too strong if you dont have it and too weak if you have it. Feels like an unnecessary tax. We already have heal debuff that forces heals to be fck broken for healing champions
maybe dont make grevious wounds a pointless pickup, anyone you need it against really doesnt care and just heal through the debuff
What about more items that build from Quicksilver sash. Almost no one builds QSS let alone the item it builds into.
So the new QSS items work like with Grievous Wounds where there’s one for the different classes and provides some Tenacity (say 25%) on top of the one time use of QSS
As someone who has played a lot of AD champs, I have noticed a lack of AD options compared to what AP items offer.
Here are some ideas of my own:
1. An "AP QSS" item. - Not too strong in terms of stats, but as a viable option against a very CC-heavy team. Like Mercurial, it gives +50 MR, but also +70 AP and +10% Omnivamp, in addition to its active which cleanses CC and gives a brief movement speed boost.
2. A crit + lifesteal item - After Bloodthirster got changed, there are no items currently that gives critical chance and lifesteal together. - Maybe an item that gave +50-55 AD, + 25% crit and +12% lifesteal.
3. An AD version of Stormsurge. Some AD champs (like Zed, Talon, Qiyana or perhaps Graves) could benefit from a burst-oriented item, similar to Stormsurge, or the original iteration of Duskblade. - With stats of +60 AD, +15 Lethality and +5% movement speed, and the passive that detonates for additional AoE damage if you take at least 25% of the target's max HP within 2 seconds (scales from 35% of your total AD), I could see this being a decent item for burst-oriented AD builds.
4. A critical chance Hydra item. - The wet dream of AD champs with poor waveclear, like Vayne. Like the other Hydra options, the stats could be like this: +60 AD, +25% critical chance, +25% attack speed. Active: The splash damage on the next attack crits, dealing additional damage around the target, based on total critical chance (10 second cooldown after the empowered attack). - Build path: Tiamat + Noonquiver + Dagger + 300 Gold.
5. AD version of Zhonya's Hourglass - As it says on the tin. Similar to Zhonya's in every way, except for it giving AD instead of AP. - +80 AD, +50 Armor. Active: Place yourself in Stasis for 2.5 seconds. Build path: B.F. Sword + (AD version of Seeker's Armguard) + 550 Gold = total cost: 3250 Gold.
6. AD version of Deathcap - Not sure about this one, but it would have been fun to try out. +95 AD. Passive: Increases your total AD by 35%. - Build path: B.F. Sword + B.F. Sword + 1000G = total cost: 3600G
7. Re-introduced Sword of the Occult as an AD version of Mejai's, with a new stacking starting item.
For the last item the way it can be balanced, would be to give it a nemesis mechanic where you gain the increased damage to the champions who dealt the most damage to you! If you are hitting or hit the nemesis with abilities or auto with hydra enemy champions will still take the increased damage so positioning matters without it becoming only an increase in stats
oh sorry second to last item
I like that you included Shyvana about the ap Blackcleaver. I agree fully there
The world will not be at peace until we get a magic resist healcut item
Take the following ideas not to seriously, i am sometimes theory crafting about how to break the game in a very subtle way just to see what is broken for what reason:
Item 1:
Infinityquake
10 ah
50 armor
350 health
Cost: 2900 G
Passive - Second Quake: When an enemy that got cc'ed by you gets attacked by an ally during the cc or 3 seconds after the cc has worn off, restore 30 percent of your basic ability cooldowns (only once per enemy every 5 seconds)
Item 2:
Thousandhammer
Legendary item
Cost: 3300 g
40 attack speed
500 health
Passive: gains 2 attack speed per 100 bonus health
Passive: applies on hit a stacking debuff that reduces attack speed and movement speed by 10 percent.
Item 3:
I have an idea to rework duskblade of draktharr
Price: 3200
50 AD
15 Ability haste
20 Lethality
Passive - Spellblade: After using an ability, your next basic attack within 10 seconds gains 50% additional attack speed and deals 30% (+5% per 10 Lethality) AD physical damage.
Item 4:
Lifeadsorber
Cost: 3200 G
20% Lifesteal
30 AD
50 Armor
Passive:
Whenever you gain health, you gain a shield with 35 percent of the healed value in addition to the heal that decays over 2 seconds
2 items as a top lane tank main id love to see;
1. An item that makes greivous wounds even stronger. For example the health that the enemy isn’t gaining back because of GW you get back instead or it applies more GW than just 40% or allows for stacking if your teammates also build GW
2. An item that partially nullifies percent health damage. Maybe it converts it to damage over time instead of burst or something fun like if you get percent health damaged you gain ability haste
Love how they're still showing chemtech putrifier in the grevious items section even though the item hasn't been in the game (outside of arena) for 9 months now
Great video! Just a tip, try lowering your mics gain, so it doesn't pick reverb from your room
As a Vlad OTP i would love an ap bruiser item with magic pen, right now you can sorta go mask but only if they have lots of ap, and it still plays into his one shot play style, instead of ramping damage. This could allow him to have multiple play styles as choosing more bruiser/drain tank play style or one shot. (Rn only one shot is viable)
I think the general easy consensus is that we should have an AP antishield item, the other options are aight (minus the sett inspired one which sounds fun but in the territory of "if numbers good = OP, if numbers bad = trash"). I'd personally like the marskman spell-shield (maybe instead of shieldbow), i'd add BACK the antiheal enchanter item, WITH THE EFFECT IT HAD that gave antiheal to the shielded/healed target. It was so good and efficient.
Maybe i'd even toss in the MR shred item in the game for the sake of variety, tho i think it'd end up like ohm wrecker where nobody really needs it so nobody builds it. Void already has a shit ton of %pen and you'd only ever really pick up an MR shred mage item in the event all your team picked magic dmg.
Also they should split pen like they split physical pen into lethality and armor pen.
I think it is unfair for ADC players to fight against tanks/fighters/assasins that can jump on them all the time with no mayor downside. I feel bad for my jinx trying to kite a Fiora with a dash every second. An AS/Crit item that makes the next AA on a target or all AA in the next 2 seconds stronger after a champ uses a movement avility would be nice. This way you habe to decide if you should use your jump and when. Alternatively you could give a MS buff for the ADC after they land an AA on a chamo that just used a ms ability.
I think it could be really interesting to see Riot implement items with negative effects for a cost. Say a marksmen item that gives you some good stats but also gives -30 ability haste, or a mage item which disables your ability to autoattack but gives a bunch of ability haste. Having items similar to Risk of Rain 2 lunar items could make for some really interesting combos. Helfire tincture could be a tank item which as an active creates a big burn around you which also damages yourself. Gesture of the drowned could also be really cool/fun, with it giving massive item haste for active items, but forces them to be used off cooldown. The list of cool items goes on, and I'm sure taking inspiration from other games item mechanics could be cool. Maybe combining two items into one like in Vampire Survivors, or items which passively take money like the rental cards in Balatro.
They said that they don't want to create "niche" items only a small percentage of players/proplay will use. That's also why they removed anathemas chains, which is like an OP item if the enemy has only one damage type carry you need to build against. That's also why the majority of players (Gold and sub) brainlessly use Riots shop rec without thinking about matchups. They don't want to fill the game with unnecessary things. Which ofc is just sad
My source of this is vague I'm sorry, I think it was either a Reddit comment from a dev or one of Phreaks patch reviews
The thing about shieldbreaaking is that assassins gotta commit to go all in to apply the shieldbreak and it doubles down on their way to do their job. If you have shieldbreak on an AP ranged they dont risk anything to apply the debuff. If they didnt have the range advantage then sure.
Bruisers are tankier damage dealers that dont need to burst ppl cause they have more sustained damage. Thats why the squishier ones are harder to play overall and why the tankier ones feel so oppressive when ahead
1:45 I believe Varus E has always applied Grievous Wounds, also if I remember correctly Miss Fortune had Grievous Wounds on her Old W "Impure Shots" or maybe her old version of her E "Make it Rain" but I couldn't find the source on which ability, but I do see old Reddit post asking for it back
My opinion:
For outplaying & Snowballing: Prowler's Claw, Hextech Gunblade
For poke: Duskblade, AP Duskblade
For Bruisers: Goredrinker
For ADC's Gap Closer: Gale Force
For Control and Bruiser Mages: AP Hydra and AP Serpents Fang
Something I’d want is the return of sword of the occult along with an AD Dark Seal. The game is different than when it was removed, and I think it can be balanced now. There are no inherent differences between it and Mejai’s now. They can make it unique so you can’t pick up both of the stacking snowball items which might have been a problem. Another wish list item is an AP cull item for those farming mages who want to hit that 2 item power spike earlier. Just give it similar stats to cull, and maybe a unique passive that gives 3-4 mana per unit killed. So if you farm a full wave you get 18-24 mana, not much but maybe an extra spell every 2 waves. Having a tank cull item would also be good but not sure how to really balance it, maybe health + mana regen on auto attacks.
Phreak should talk to you
Although it's a Tank item, Abyssal Mask functions like an "AP Black Cleaver" only better, since it reduces MR instantly. It's also great for AP bruisers that are facing AP damage from either tanks or mages. (I know it's not optimal to build if you go against a full AD team, but it's still a borderline OP item)
2:19 This implies that there’s EVER been a tank item that works against Gwen
i always wanted to see AD Enchanter Items, which will benifit AD Senna but also allows more design variety because it opens up the possibility to get ad based enchanter by design like Senna always was ment to be
I wouldnt mind them adding bloodletters curse to the rift with some adjustments, as long as you can't build mask at the same time. I think we need a champ or two with a shield breaking mechanic like rell, letting it be a counterpick instead of an itemization issue, and allowing shields to still be fully effective if you play around them and their cooldowns.
I recently heard some rioter(I think August?) talk about anti-heal and thornmail.
Idea is that thornmail is not so much meant to be a supportive/non-personal output(as other anti-heal items are), but more for personal power and countering AD champs - specifically ADCs - from using you as a healthpot/outhealing you when you are on top of them.
I mean, even if thornmail gave anti-heal vs non-AAers... it'd still be a big Armor item at the end of the day anyway.
Imagine some items that actually help enchanters stop exploding every time the enemy assassin sees them.
Actually, there is similiar item to the stacking damage item you mentioned in Wildrift. It is the passive of abyssal mask. It store pre mitigation magic damage you took and if you CC a champion it release all of it as AOE damage. Would be pretty busted against AP comps
0:16 kassadin can just r out and veigar can just destroy spellshield by any other spell so that not very good example but i know that just pointing finger where its not neccesery
Honestly Event Horizon is definitely not the reason I would be buying Banshees in that match-up.
It's actually just anti-burst. Much harder to get R executed if his first spell doesn't hit.
MR black cleaver is abyssal mask-it’s just that your tank needs to build it for you. But it does exactly what you’re looking for.
The AP black cleaver is Abyssal mask
SHIELDS: Grevious Wounds applies to incoming shields as well. So if someone is affected by grevious wounds, they get reduced shielding. it says so right in the item description. Pair it with serpents fang and you make shielders useless. Even moreso with shieldbreakers like renektons W.
There is a reason why spell shield is not meant to be adc specific. Because back in season 5 or 6, when the banshee had HP, MR and AR+spellshield, everyone built it. And if tanks did not build it, then every adc built it as their last item. always.
and spellshield adc item would end up being the same. it would be built on every adc ever and it wouldn't be a 4th item. it would be first or second item.
MR Shred: Abyssal Mask shreds 30% of enemy magic resist. It's insane on any AP bruiser or AP assasin. The reason it is not popular, is because it does not give AP: If it did, every swain, kata, diana, hell anyone ap would build it.
No, incoming shields aren't affected by grievous wounds.
I sometimes find myself hoping for an AP Serpent's fang. Good thing my team's assassins buy them whenever we needed it in ARAM. Good vid btw
Grievios wounds should also be a active item that way you can apply a stronger effect in a more tactical way, just make the cooldown long so you cant just press it and play on every interaction.
I would fucking love a anti-shield ap item as Cho'Gath. Finally I would be able to fight Sett and Morde in lane
What other games have when designing a skill or item that let's you hit back harder is increasing the damage you take as well. So it is really a high risk high high reward.
The ap black cleaver for bruisers is abyssal mask since it gives 30% m.pen for little gold and extra tankiness
Speaking of spell shield - it works on assassins because it's a class that almost always has first strike advantage. Nocturne or KaZix stay out of the enemy's view before they decide to attack the enemy themselves.
For ADCs, the spell shield is almost useless. You're standing in full view of everyone and you're the one who gets prioritized to have all the shit flying at you in the game. You have no way to be guaranteed to save your shield before entering combat.
abyssal mask is already an mr shredding item. a lot of AP bruisers you mentioned can build abyssal mask without it being troll. If you see a rumble, mordekaiser, Udyr or swain building abyssal mask you wouldn’t bat an eye
I'm personally more of a fan of active items, even if it's something boring like "unlock a third summoner spell"
Items like Spellbinder were an issue to the game. They were gutted in low and mid elo because high elo and pro play could easily abuse them. Basically, the corki/azir/k'sante situation once again. So they shifted their active effects to passive ones, or removed them. Stormsurge is kind of a spellbinder, edge of the night got changed to a passive with lower cooldown, twin shadows got removed, etc
@@adolphin9348 I miss Twin Shadows and Everfrost so much. Playing Ahri Support with those items and old Glacial Augment were so much fun.
I think league should give a bigger focus on non legendary itens. Where tunnel to legendary itens aren't the only way to play the game. Even the few alternatives we had such as stacking dorans or sitting on hexdrinker aren't a thing anymore.
Removing all the sustain from runes and jungle itens , refillable potion so players have to spend more gold on potions. You can beeline for a legendary item if you wish, but that opens room for your opponent to punish you for taking the greedy route.
Sieging has became increasingly pointless when half of the champions can tap a minion wave and heal back to full, and with that much sustain, for assassins and burst mages to chunk with the first rotation, wait for cooldowns, then go for the kill ceased to became an option because by the time your cooldowns are back, the opponent was full HP again, it became increasingly mandatory for you to go 100-0 straight away not to be useless. With how powerful sustain is, lifesteal should be harder and more inconvenient to get.
while an ap black cleaver is nice, i feel like everybody forgets that abyssal mask is a thing. It doesn't give any offensive stats on paper, but it has instant 30% mr shred to anyone within like 700 units. if you were to change its buiildpath to be belt + codex instead of cloak + kindlegem, it would probably see a lot more use as a cleave item. (and also changing all mr given into ap, including the passive)
The reason we don’t need an ap serpents fang is because ad champions have to commit way harder to get kills and need a way to get through shields while hard committing but ap champions are typically far less committal and should not have a way to burn though your whole shield from a screen away
yup AP fang doesn't work because any control or artillery mage would perma AOE apply the debuff from a screen away at no risk
@@ransum_ The Wild Rift version of AP Serpent's Fang (Oceanid's Trident) reduces the effect of a shield by 40% for single target abilities and 25% for AoE abilities so they absolutely realise the impact of AoE shield debuffing and attempt to mitigate it.
Are we playing the same game? How are assassins like Zed and Talon committing more when they get huge escape abilities after a 0.3s burst while a mage with zero mobility has to either get a kill or get shredded to bits with all of their kit on CD? Veigar goes in, lands E, throws his kit, the enemy gets their health in shield, and then you're left wobbling away, hoping that the other champ is dumb enough not to press a button and get a free kill?
These morons forgetting the fact that healing is permanent while shielding is temporary. There is a way of dealing with shields before Serpent Fang, which is waiting for it to expire. That's why only Assassins are allowed to have Shield busting option, they don't have the opportunity to wait that out. If there is an AP Shield busting item, it needs to be tuned for AP Assassins so mages can't just poach it. But then again AP items are too generalized that sometimes AP bruisers/mages/assassins literally build the same items so that ain't gonna happen.
@@duytran9086are we playing the same game
By late game an enchanter like lulu can have almost 100% shield uptime
2:55 GW is not supposed to completely gut healing champs regardless of if the items are “counter items” or not. That’s why Riot moved away from 60% GW, because it created an arms race between healing and GW to the point where healing champs could still work through 60% GW and they became overbearing without it.
Giving an MR GW items to tanks would mean Sylas, Swain, Vlad, Lillia and Zac would get compensation buffs, maybe not to their healing but in some way and that frankly just isn’t needed for any of them.
I really want a lethality sheen item that ideally gives assassins some kind of extra damage against tankier opponents. Assassins are the only class who can't do anything against their counters. They shouldn't become tank shredders, and we had something similar in the old eclipse, but making it an item that requires you to stack lethality for it to be gold efficient could fix it being taken all the time by bruisers.
As an assassin there is no way for you to do meaningful damage to a tanky opponent most of the time, and giving some kind of mild tank busting so they aren't entirely useless would be nice. Again, all other classes have options against their counters, squishy mages and adcs have multiple options to itemize against burst, so I don't think it would break the game for an assassin to be able to take a bigger chunk of health out of a fed top laner in teamfights.
I would take any of those for what we have in league right now... Also, I miss stacking armor pen XD
Building this on darius was so fun. And it wasn't even that op, you weren't as tanky while building them. It was just fun to see tanks getting melted
Ap Black Cleaver already exist in arena mode!
Tbh Arena has bunch of cool items, would love to see you take closer look at them and pick some that could work on our favourite summoners rift ;)
If they add ap serpent fang, they will need to massively buff every single shield in the game. This is because AP champions have a much easier time proccing it in a bigger ar ea and with a longer duration ( Spells dots + liandry blackfire torch. You would just end up in a scenario where all shields would be mega buffed and you would be forced to build that item every time you face any shields.
1 singular ap champion like brand, karthus, viktor, etc, would neutralize every shield with 1 spell cast. That is much much harder to do or even impossible on a lot of serpents fang users.
The problem with Ap serpent fang is that it's way to valuable on control mage/zoners. They hit in a large zone, able to hit basically the entire team, Brand/Anivia/Orianna. The meta fort support role is already filled with ap mages, and i think they really need to be careful if they actually had an Ap serpent fang
AP black cleaver is already in the game, they just need to retune "blood letters curse" from arena onto Summoners rift.
Also imo instead of MR thornmail, they should take GW off of thornmail. And make either an HP or mixed resist GW item. Like Bamis + 800g HP GW item = Garlic Necklace. 600hp item with small low damage aura that applies heal cut... Or maybe like Aegis + HP heal cut item= 30 mr, 30 armor, 300hp with an active that heal cuts everyone within a decent range. If they want skill expression to it by making it an active item.
AP Black cleaver exists, it's called Abyssal Mask 😂
"Ap black cleaver" exists just in arena and it gives resists instead of HP but works in pretty much the same way reducing magic res by 30% when you deal magic dmg
Btw 10 flat pen on a burst mage (most likely trying to burst down a squishy target) makes a significant difference especially when you have other sources of pen like boots and voidstaff, if we say that a burst mage at 3 items + boots can push for 2000dmg with full combo then that 10 flat pen can increase your dmg by nearly 200, in case of ad assassins they'd cut that hypothetical 400hp shield in half giving you pretty much the same value in the end
But why do math i guess lol
I think the problem with an AP serpents is that a lot of anti magic counterplay now revolves around shields and things of that nature
I think Anti-Heal two-fold problem tbh. The first issue is that only 2 grievous wound items are actually worth getting (mortal reminder ha 30% armour pen and thornmail is just an item a lot of tanks end up getting regardless of anti-heal for reflecting damage). The other anti-heal items need some secondary utility to them because they're just worse versions of any other item.
1. Like let's take Morello for example. It cost 2950 gold, it has 75 AP, 350 Health and 15 AH. Rocket Belt costs 2600 gold, it has 60 AP, 350 Health and 15 AH and comes with a dash active that also deals damage with projectiles. 20 AP (Amplifying Tome) costs 400 gold, 15 is 75% of 20 meaning 15 AP should be worth 3/4ths of 400g, in other words 300 gold and yet you're paying 350 gold for it here with no secondary utility that could ever compare to the dash.
Chempunk Chainsword costs the same as Spear of Shojin with the same Health and AD values, Spear of Shojin also has 25 AH on basis abilities compared to 15 on all abilities but Spear also increases your damage when you do damage. Chainsword also costs the same as Sundered Sky which has 5 less AD, 50 less Health and 5 less AH but you get more damage out of it and also some extra sustain with it's passive. Black cleaver costs 100 gold less than Chainsword and while it has 5 less AD and 50 less Health it also has 5 more AH and strips armour on physical damage and gives movement speed on physical damage.
As for how to change these I think for Morello just swap out the blasting wand for Fated Ashes but leaving the final item cost the same and adding a burn effect to it. That way, mages actually get some value out of the item besides anti heal for it to fill an inventory slot.
For Chainsword, I'm not too sure what'd be the best. Maybe just replacing giants belt with Phage and giving you movement speed on hit but you'd still be competing directly with black cleaver then. Maybe giving it a slow on ability hit? That way it's a distinctly different item but they did remove frozen mallet so maybe they don't want that. IDK would love to discuss this further.
2. Then the second is that anti-heal needs to be more effective the more of it you have. I could see a world where anti heal starts off at 30% from one person but then gets an extra 10% for every extra source of anti-heal with source here being champion specific. So like 3 people with anti-heal would result in a 50% effect and 5 people with it would leave it at 70% effectiveness. I could also see it be something with diminishing returns so like it starts at 30% and then if a second source of anti heal is procced on the target that would add 50% to the effectiveness of the base value so 2 sources is 45% anti heal (better than current state) and then a 3rd source gives a third of the original value of 30 meaning it add a flat value of 10 getting us to 55% and so on. Maybe it doesn't even need to be less effective past that point, if a whole team brings anti-heal it would then reduce healing by 75%.
And I firmly believe these need to be solved first before we talk about adding NEW anti-heal items because depending on the changes made to the existing anti-heal items the need for an MR anti-heal item might not be needed because other classes now have reasons to buying it.
Executioners calling has been in the game since Season 1 and has had Grievous wounds since then, people just never built it because it took a whole item slot and didnt build into anything so you were essentially dedicating an item slot to grievous wounds.
The only stat it provided was Crit Chance, as well, so ~90% of champions had no use for anything except for the Wounds. It didn't see relevance until the Crit Chance was exchanged for AD.
I always wanted g wounds to have the same effect on shielding were the affects player just receives less shielding.
This reminds me of when Tyler1 built serpents fang on fizz, and it was actually worth it
If you have a AOE burn champ, brand/singed have them build serpants fang even though its AD. They will be able to stack thousands of more shield shred per fight than any champ thats "supposed" to build serpants fang. Had a game on singed where i built serpants 3rd while my talon built it 2nd. Probably about 8-10min gap between his and mine. A single team fight and i had 5k shred while he had 2.3k even with having the item for 10mins longer. Serpants fang did 4x the "damage" as Liandrys by the end of the game.
Chemtech Putrifier was not cut out because it was too similar to Morello but because enchanters were forced to pat the tax for it. AND they could give their teammates GW as well.
I remember when Kled's Q got a shield breaking effect and I thought "FINALLY, the mechnics in the game, the item will be here soon".
I've been asking riot for ap shield breaking items for over half a decade, every video i can find, they just don't care.
We need running out of mana to matter, and resource management to pay off and OUTSCALE champs with stuff like: energy, rage, or just no costs.
the sett item is kinda already a thing in wildrift, it's the abyssal mask where you can store magic damage for a while and your next crowd control will emit a explosion that deals magic damage based on the magic damage you've taken
also, for the Black Cleaver for magic damage, Abyssal Mask kinda does that, it shreds MR and gives you MR. but it really isn't useful for Bruisers like Morde, Gragas or Gwen since you're better off with a void staff tbh (since you can only have 1 blight item) it should be good if the item aligned well to bruisers that like to stick on a fight,
Magic GW existing
Vladimir: fucking dies
I dont think so, every single class can get anti heal that will work against him, just tanks dont get to build one
I wish they kept the "CC activates anti heal" part of thornmail, would at least make the anti heal consistent , despite no reducing magic damage