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My Items: Reworks, Adjustments, New.
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My Items: Reworks, Adjustments, New.

Gianluca Lorenzo Genovese
by JynxVer on 26 Jul 2023

List of my completed Items, ranging from slight tweaks to full reworks to completely new items. "Currently under heavy development"

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Ataraxia's Waltz (New)

The goal of this item is to give On-Hit champions the possibility to itemise Armor without sacrificing too much damage. They are currently the only Sub-Type missing this kind of item, and as such, i saw fit to add one.

The main issue an item like this posed, was making it good on Melees without making it unbearably strong on ADCs, especially as a "cheese Matchup" Item in the early game, as it could grant up to 45 Armor all the while dealing bonus on Hit-Damage.

I have circumvented the issue, by taking a page from it's MR brother, Wit's End, and locking the damage scaling to Level 9 and onwards, so as to make it an undesirable item to buy 1st.

Additionally, the Armor stacking effect is significantly slower for Ranged Champions, as such they'll need a lot of Attack Speed before they're able to efficiently and quickly stack it, to gain an Advantage, which once again pushes it as a "later game" purchase, when the will eventually have a substantial amount of Attack Speed.

Blade of The Ruined King (Updated)

I've updated BOTRK to solve a few issues.
1. The item's damage is too frontloaded, and falls off very steeply.
2. It promotes very iffy builds, as it allows some of its users to buy it, and then opt into full tank.
3. The build path isn't particularly good, neither are the base stats. This is due to the item's power being mostly in the passive, which makes it feel quite lackluster everywhere else.
4. It's very disconnected from the overall On-Hit item system.

1. Less powerful 1st item spike, compensated with a better scaling
2. Entirely removed the possible "BOTRK>Full Tank" builds
3. Much more synergistic with On-Hit effects from items and Champs
4. Better build path and better base stats, so building it doesn't feel as bad
5. Evened out the damage curve to not be extremely frontloaded, resulting in the item dealing more consistent damage and not being as bursty.


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