User blog:Care Level/Itemization Holes

There are some items that should exist but don't. Names don't matter. With no further ado:

Basic Items: Completing the List

 * Quicktime Charm: 180g.  Provides 180g worth of CDR.  Builds into Kindlegem, Brutalizer, Morellonomicon, Stinger, and whatever else gets CDR out of nowhere.
 * Vampiric Charm: 400g.  10% Life Steal.  Because sometimes you want that BEFORE your +10 AD.
 * Piercing Dagger: 180g.  Armor pen.

Gameplay Holes: Serving a Purpose

 * Boots of Force:  Advanced.  Armor pen.
 * Geard toward AD Casters, whom current item choices frequently disappoint.
 * Someone's Rapier:  Legendary.  Expensive.  Grants +an assload of AD.  Unique toggle: Your Attack Damage is increased X%; your Attack Speed is decreased X%.
 * The fact that Riven and Talon and Zed stack bloodthirsters is indicative of a hole in AD Caster itemization.
 * The toggle stops it from being an amazing item for ADCs; ADCs are fine as-is.
 * Cleansing Potion:  Consumable.  Relatively expensive.  Removes CC.
 * In those matches where you need to build a QSS, you can't reasonable be expected to afford it until rather late in the game without being put substantially behind.  This helps.  And no, Cleanse isn't always enough.
 * Sentry Ward:  25g.  Places a ward for up to 90 seconds.  This ward is not stealthed.
 * Single-use wards for peace of mind.  Saves 50g for level-one scouting and counterjungling, which makes a difference.
 * Diamond Signtstone:  7 charges; 4 wards at a time.  Wards placed reveal stealthed units for ~3 seconds when placed.
 * This is one of the things that would go a long way toward making playing support not suck.  Also combats global ward saturation.  Warding is no longer just "a thing I have to do"; it becomes a mini-objective.
 * Predator's Machete:  Advanced.  Gains stacks on killing a neutral monster; loses stacks on killing a minion.  Consumes stacks to grant gold on champion kill or assist.
 * Thief's Gloves:  Advanced?  Grants gold on dealing damage to a champion; x-second cooldown.  Goes on cooldown on using a basic attack.
 * Another support item.  Ideally, it can build into some things.
 * SightSword/SightStaff/SightShield: Legendary.  Builds out of Sightstone; grants stats that allow supports to do damage and feel powerful.
 * Can't give enough stats that they become commonplace; when this is replacing BT or Hourglass, there's a problem.

Just Concepts: Finding a Use

 * Crystalline Purse.  Advanced item.  Builds out of Flask.  Unique active: consumes (all?  half?  a set amount?) of your current gold to grant reasonable health/mana regeneration.
 * Consuming Blade/Staff/Shield/Shroud/Whatever.  Legendary, expensive.  Sacrifice your current gold.  Gain x% of that as AD/AP/AR/MR/Whatever.
 * For those 70-minute games.
 * Also useful lategame item for supports, if vision is fixed such that it doesn't cost *all the money*.