User blog comment:Lukeatlook/Item Overhaul Draft - Fixing problems with itemization/@comment-1330314-20140310235758

As with your second post, your ideas are really well though-out and really well organized. Here's what I think of the items exclusive to this page:
 * Adding with a new passive is interesting, but the passive you've given it gives tanky champions even more free stats, which I think is already a problem with existing tank-oriented items.
 * as you've designed it is really good. Seeing as it's quite close to Feral Flare in terms of functionality, my only qualm would be that I'd rather have the on-hit effect against champions deal physical damage rather than magic damage (to prevent heavily AD-focused autoattackers such as or  from dealing excessive amounts of hybrid damage).
 * Turning into a more vision-focused jungle item is nice and opens up new strategies in its own right, though ultimately I prefer the official Wriggle's -> Feral Flare proposed route. The advantage to a ward-focused Wriggle's, though, is that it would benefit quite a few ward-hopping junglers, namely  and.
 * Including into the build path of  and  works perfectly. Nothing much to say here.
 * and synergize well with armor in their current iterations, and adding  into their build path looks like it would naturally work. My only concern is the power increase this represents: pet-dependent champions get both an increase in damage and tankiness, which might distort itemization choices ( is overpicked for this reason), and towerdiving and pushing with the new Ohmwrecker may become a little too easy. At their core, though, both items work well with armor.
 * The penetration change to and  are fantastic. I've been pushing for the same changes in a blog post of mine, and I fully agree with you that these items need to focus on working against resistance stacking, instead of functioning as an all-around damage amplifier. Changing LW to give attack speed looks a bit unneccessary, but fine nonetheless.
 * I don't quite like the way is built: its active makes it great for ganking, but its stats and unique passive make it only truly good on AD autoattackers, only few of which are junglers. I don't think crit stacking should be encouraged, and I feel the unique passive may create edge cases where stacking crit would cause your damage output to scale exponentially (crit is a multiplier to AD on autoattacks, so a crit-to-AD ratio amplifies its own damage amplification). I also think the active is only good because it eliminates counterplay, and does so without truly offering any new gameplay.
 * The new has nothing in common with its current version, which is not necessarily a bad thing. I do, however, have an issue with its active, which would give AD casters far stronger burst than the already ultra-strong burst they currently have.
 * I agree that feels like a missed opportunity and needs to be a more attractive option on ranged AD champions. Giving it a range-increasing active, however, is not the idea way I think it should be achieved: champions are balanced around their autoattack range in the same way they're balanced around sight range and cooldown reduction: modifying these variables would require rebalancing the entire game around this change, which would inevitably distort the game around said item. More concretely, I think even 50 extra range has huge abuse potential: champions like  and, already infamous for their kiting potential, get even more safety. Champions like ,  and  also get crazy reach. I would rather have Runaan's synergize with crit than give it a range-increasing active, particularly as the active doesn't solve some of the core stat problems preventing Runaan's from becoming mainstream: it only offers one gold-inefficient stat that's not even good by itself, and doesn't synergize with the stats most marksmen build.
 * I also agree that life steal offers too much free sustain, but changing doesn't solve this problem. The problem with making the toggle stack-dependent is that it's useless when you buy the item, and at low stacks the effect is unnoticeable.
 * I don't think giving defensive capabilities is a good idea. The MO Riot is currently trying to develop is to give melee carries fantastic synergy with damage items to the point where they can afford to buy defensive on the side and still deal tons of damage. I would personally rather have Youmuu's give even better offensive bonuses, so that carries who build this can then itemize for tankiness and still end up with great damage output.
 * 's CC immunity on its Lifeline effect looks really nice. My only concern is that it might be too strong an effect, particularly as it can last up to 5 seconds ( itself lasts 6 seconds).
 * 's combination of stats look really bizarre, particularly as there's no synergy between them. The inclusion of Malady as a mid-tier MR reduction item and component to looks nice, but unnecessary.
 * Crit and ability power are probably the stats that are the hardest to itemize together, and even with the addition of crit chance to the passive on I don't think it's a good idea to create synergy between two almost completely incompatible stats. It would make more sense if hybrid champions itemized for crit, but typically champions like,  and  never get crit, even when going full AD (which is extremely rare on Kayle and Akali).
 * 's passive effect potentially opens up interesting early game options for regen tanks, but I also think it has a lot of problems: for one, its passive and stats don't synergize with each other, as the in-combat regen scales with maximum health whereas the item offers no health by itself. Secondly, while it's good that the regen limits itself to in-combat use, regenerating 0.2% of one's max health every looks either insignificant on most champions, or far too good on champions with already large amounts of early game regen, particularly and . Essentially, the problem with Regrowth is that it's a late-game effect added to an early- to mid-game item.
 * As with Regrowth Pendant, 's regeneration doesn't actually synergize with its own stats, which is one of the reasons it was removed in the first place, along with it giving too many resistances. You've given the item more reasonable stats, but its other problem lies with the free stats its Emblem of Valor passive gives.
 * looks really good, but at the same time I think it may actually be a little too good. Nearly every champion has an incentive to rush this due to the massive bonuses it gives, particularly casters who can then raise themselves to 20% cooldown reduction and still have six item slots left to build whatever they want.
 * 's active looks really original, but also a little too situational. It would be better if it simply offered Tenacity instead of an active that only blocks super-specific crowd control effects.
 * You've done a great job to clean . My main concern is that its passive doesn't synergize with its stats at all, but aside from that it's a great bruiser item.
 * Blending into 's recipe should definitely make it more attractive, but I don't think it would be a good idea to turn its unique effect into an active: its Grievous Wounds passive used to be an active, and it got changed because the active didn't feel impactful enough (it's useless on most AP champions and tanks).
 * Giving back the mana on doesn't strike me as particularly necessary, but it's still fine. Since this mainly affects  and, and I think Singed is already strong enough as is, I think it would be preferrable to buff Ryze directly than to put mana back onto one of his core items.