Board Thread:League of Legends discussion/@comment-3308937-20140215071853

Just wanted to share this, seems pretty interesting. http://community.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/Jp0TQALv-planned-43-itemization-changes-boots-duo-lane-gold-items-dshield-ruby-crystal

Hey, just a quick heads up over changes that will be coming soon to the PBE (Next major PBE Deploy) just so that I don't catch anyone offguard and you guys will be able to focus test a little.

Goals: Retune, rebalance and clean up a lot of early game purchases - especially for support characters. There's a lot of items that are slightly too big for the early game budget and we wanted to do a pass to clean up whatever superfluous costs that might exist that impede early game purchasing power.

This isn't intended to be a long term solution to anything, we just wanted to do a cleanup pass for the items on live. We do want to streamline and enhance support itemization more in the future (as current support items are functional but really aren't synergistic with the individual support champions) but as that project will most likely take a while, we'd rather ship what minor improvements we were iterating on.

Boots

 * 15% CDR --> 10% CDR


 * 1000 Total Gold Cost --> 800 Total Gold Cost

Notes: I'm aware that Lucidity boots can be used to "smooth" over the extra 5% CDR from masteries / runes etc. However, the usage rate of Lucidity Boots seems to indicate that this is, at best, viewed negatively as an optimal strategy compared to any other boot option.

We want some cheap boot options, especially cheap boot options that would be useful for supportive roles. We'll have to figure out the dangling 5% CDR problem somehow - perhaps we can add 5% CDR to some niche items.


 * Base Movement Speed 45 --> 25


 * Enhanced Movement Speed 105 --> 105


 * 1000 Total Gold Cost --> 800 Total Gold Cost

Notes: Boots of Mobility have consistently been a powerful option, to the point where it can dictate a lot of Jungle or Support games. While that's not entirely true at present - it presents a sizeable obstacle in terms of controlling out of combat movement speed at its current power level.

That is, if you can reasonably put Boots of Mobility into your build, you should. We could have just straight nerfed Boots of Mobility but this would have put it out of reach for secondary uses such as duo roaming or ensuring slower characters catch up to their team. We opted instead for a more tangible tradeoff - slightly worse combat potential in exchange for a potential incredibly early pickup.

Starting Support / Duo Lane Items
We want to clean up some of the mini-games and do a polish pass over some of the gold items. We're not entirely happy with the current system and would like to revise the support gold system when we do a larger support item pass - but for the present, we want to clean up some of the items and get them into a cleaner state.

Coin Line

 * 3 HP/5 --> 0 HP/5


 * Favor: Now also heals you for 5 health whenever a nearby minion dies.


 * 11 MP/5 --> 10 MP/5


 * 10 HP/5 --> 5 HP/5


 * 2 Gp/10 Unchanged


 * Favor: Now also heals you for 5 health whenever a nearby minion dies.


 * Stats Unchanged


 * Favor: Now also heals you for 5 health whenever a nearby minion dies.

Notes: Coin's general game is one of holding out - you are rewarded for staying in lane as long as possible. The additional regeneration is an additional incentive to persist in lane.

As a side note, Tier 2 Coin is probably generating a little too much gold at the moment, we'll probably have to address that.

Spellthief Line

 * 10 Ability Power --> 0 Ability Power
 * 3 MP/5 Unchanged
 * 2 GP/10 Unchanged
 * Tribute:
 * Your spells and attacks deal 10 additional damage to champions and towers and generate 4 gold.
 * This can happen up to 3 times every 30 seconds.
 * Tribute is disabled for 12 seconds if you kill a minion.


 * 20 Ability Power --> 0 Ability Power
 * 7 MP/5 Unchanged
 * 4 GP/10 Unchanged
 * Tribute:
 * Your spells and attacks deal 15 additional damage to champions and towers and generate 8 gold.
 * This can happen up to 3 times every 30 seconds.
 * Tribute is disabled for 12 seconds if you kill a minion.


 * Recipe Changed: Frostfang + Fiendish Codex + 330 Gold = 2000 Gold Total
 * 50 Ability Power --> 40 Ability Power
 * 0% Cooldown Reduction --> 10% Cooldown Reduction
 * 10 MP/5 Unchanged
 * +4 GP/10 Unchanged
 * Tribute:
 * Your spells and attacks deal 15 additional damage to champions and towers and generate 8 gold.
 * This can happen up to 3 times every 30 seconds.
 * Tribute is NOT disabled if you kill a minion at this upgrade level
 * Active:
 * Free Target instead of Enemy Targetted
 * Increased Cast Range to 850 from 600
 * Area of Effect size decreased to 300 from 400
 * Magic Damage increased to 50 + 10 per champion level
 * Now applies an 80% slow that decays over 3 seconds from a flat 50% slow over 2 seconds
 * Updated particles

Note: Spellthief's Edge is the riskiest of the three options, one which commits to total harassment. We've retuned the Tribute passive to support harassment styles as well as make it trigger on towers. If you harass successfully and push enemy champions out of lane - you will then be able to use excess tribute cooldowns on towers.

Previously, Spellthief's Edge was an option only if your character could harass at all favorably. We've retuned it to augment harassment patterns and so you can now opt in to a harassment heavy style if you choose to on champions that might be slightly ill-suited for it.

Targon's Line

 * 50 Health --> 75 Health
 * 6 HP/5 --> 0 HP/5
 * Spoils of War:
 * Heals your ally and yourself for 40 Health upon killing a unit.
 * Grants gold equal to the kill to your ally, but does not grant the additional +5 on live.
 * 2 Max Charges, 60 second CD Unchanged


 * 175 Health Unchanged
 * 12 HP/5 --> 4 HP/5
 * Spoils of War:
 * Heals your ally and yourself for 50 Health upon killing a unit.
 * Grants gold equal to the kill to your ally, but does not grant the additional +5 on live.
 * 3 Max Charges, 30 second CD Unchanged


 * Recipe Changed: Targon's Brace + Kindlegem + 300 Gold = 2000 Total Gold
 * Stats Unchanged
 * Spoils of War:
 * Heals your ally and yourself for 50+1% of your Maximum Health upon killing a unit.
 * Grants gold equal to the kill to your ally, but does not grant the additional +5 on live.
 * 4 Max Charges, 30 second CD Unchanged
 * Active:
 * No longer costs Health to activate
 * Damage now scales based off of 150% of the target's total Attack Damage

Notes: We want to position Targon's as for the all-in characters but we also wanted to provide a bit of healing for the user as going to last hit a minion exposes yourself to serious threat. Looking at this initial stat pass - HP/5 values are most likely off by a bit.

The additional bonus gold scaling was initially put on there to smooth the transition as we feared Targon's would have a hard acceptance rate but currently is deemed unnecessary for its future.

Probably over-simplified on the tier 1 a little. It probably needs some of the HP/5 back but we've been streamlining.

Misc.

 * 475 Total Gold cost --> 400 Total Gold cost
 * 180 Health --> 150 Health

Most items that build out of Ruby Crystal have been adjusted to keep the same total cost and total statistics.

Notes: We don't expect Ruby Crystal to suddenly be a good option to start with. This is mostly a cleanup change as Ruby Crystal is a bit too large of an item to work with as a basic component. Although I have heard of some theorycrafters out there attempting to make this work.


 * 925 Total Gold cost --> 850 Total Gold cost


 * 180 Health --> 150 Health

Items that build out of Sightstone have been adjusted to keep the same total cost and total statistics.

Notes: We just want to chip away at Sightstone's cost a little, while keeping the overall flow of Sightstone intact. We'll probably look at Ruby Sightstone in the near future in terms of slot efficiency and make it more of a worthwhile upgrade.


 * 100 Health --> 80 Health


 * 10 HP/5 --> 5 HP/5


 * Block Passive Unchanged

Notes: I'm just reiterating the current DShield nerfs that I posted a while earlier. I suspect that HP/5 nerf is too harsh, but I just wanted to bring it up again so that it fits better within the overall context. Full context can be found in this earlier thread: Doran's Shield 