User blog comment:Lukeatlook/Pyro's Item Overhaul 1 - Expanding Support/@comment-1330314-20140310130222/@comment-4813965-20140310203602

Thanks for the feedback, it surely meant a lot for me.


 * Starting with the, the reason why the item is so powerful lategame is not just its lategame gold generation, but also the whole design - it's the least "selfish" and combat-effective item, which fits the archetype of support, that being giving up selfish power in favour of helping your team. For the other items to compete with Talisman, they would have to be insanely strong in the laning phase - and if people want to go agressive in lane, they go for Doran items or in general the non-gold ones.


 * Your criticism of is justified, but you've missed one part - it gives your carry an edge over their opponent. If you rush this item and get back to lane with your carry having IE and enemy carry having BT, your carry will probably win the duel, at the cost of your own power. It should be perfect for dragon fights with AD-based junglers on team. I'm not really convinced this version of Zeke's is more troubling than the current one.


 * What I've clearly forgot to underline (and it was even mentioned in the first draft) is that new Talisman's aura should not stack with Spirit Visage by any means. That one should be obvious. The percentage can be tuned down to 10%, but I keep with the concept. Especially since my other drafts include far better versions of and  that provide sufficient counter to extreme regeneration.


 * Shard could become more stable with a flat AP amount or even without an aura, but the double AP comps are clearly stumbling at the moment. I also feel like supports could really use a legitimate AP item for themselves.

I'm ready to rediscuss, but I'm still for the idea. It's worth mentioning that the old one was stupidly efficient, granting 300 HP, 30 armor and whopping 55 MR for its wielder, and there was no reason to not rush it with no better MR items on the board at the time (sic!). Those days, every jungler would build into  and, and the best MR item for the support was another Bulwark as well.

My version of Bulwark has much, much lower standalone efficiency with base stats not even making up for the price. The item cannot be effective on its own, and with no way to stack big amounts of MR, there's no way to boost the aura to more than about 35 armor without itemizing so heavily for MR you become vulnerable to any physical damage.

What's also worth noting is that I'm also reworking the carry items, armor penetretion in particular. It was already in Riot's plans to change the way works - right now it's too damn useful against everything, the suggested change was to make it penetrate only bonus armor, making it a counter to armor stacking and not a must-have for every AD champion.


 * Helix is weird, yeah. You might be miscalculating the active effect - since it works on missing health only, it's effectively closer to 2.5% of maximum health per second, and at an immense mana cost. The cooldown could be adjusted.


 * is probably OP in its current state, but the cost for max channel equals 500 mana. With a short range, this shouldn't be too impactful in fights (although can work for a second or two) and is meant to work against heavy poke comps. Again, with cooldown at 60-90 seconds it would be OK.


 * Part of what keeps in line is its low base stat amount and high price. This is a lategame item that should feel a bit lackluster on solo laners and a big damn expensive purchase on supports. Some of examples you've mentioned, like  double barrels, already exist. This is not breaking the 50% CDR cap for all champions - this is trading slot efficiency for that opportunity.


 * and are actually supposed to be removed from SR (left for Crystal Scar and Howling Abyss) in the summoner spell revamp. And yeah, the 5% CDR suits the boot enchantment better. I guess I'll throw a second reju bead there and increase regen to 12 to keep the gold efficiency in check. With one summoner spell per stone, I'd consider making them amp the spells in a specific way - extend the duration of Clairvoyance and increase the power of Heal, for example.


 * Mana Leech (gain mana on damage) was another mechanic I was thinking about, but I feel like this item isn't as powerful as you make it to be. 10% mana per around 45 seconds - and that number can be easily adjusted - is not really that much gamebreaking. The idea is that the more active the lane is, the more mana you can gain. Particularly strong against manaless champions who tend to spam their spells recklessly.

I'll include the ideas from the earlier post - and more - in the next episodes.