: I really hope you leave it to unlock it with the new champion mastery system. I think that would be perfect for that "little" modification. Wouldn't be bad to give something for free from time to time, and more after the RP increase price on Europe :/
We could also just say: 1. Base skin recolors only for RP, if you dont want to pay that much for a high tier skin you have chromas as alternative -> 590RP for 3 recolors 2. For skin recolors you need to own the actual skin, thus you can either pay 590RP **OR** buy it for IP, something pricy like 20000 IP. That way you can just play to get them, while Riot still makes money from people who want it instantly aswell as from the skin the chromas are used for but finally lets us use our unneeded IP for players like me who already got all champs etc. and just try to waste those IP on useless runes atm.
: The transition is clear - but because it still gives you flat penetration, it still gives you power to fight everyone, which means if it's good, you see it everywhere, which means we end up having to have it land in a pretty mediocre spot. Flat pen on a % shred item is one of a few reasons the Live TBC has to have poor stat efficiency, so anything that preserves that effect also means the item has to be kept pretty weak.
That´s very true, but I still see the problem with the amount of defensive and utility it gives. First, it gives 400 Health while giving really good combat stats, since you dont really give up any power you can still go for that additional defensive item like {{item:3102}} or {{item:3026}} ending up at a spot where it gets harder to punish assassins or high dmg bruisers for mistakes. If I got you right you want {{item:3071}} to become a good but situational item, something that is "fine" overall but excells at countering Tanks, not "excells at killing tanks but is pretty ok at everything else aswell". And the second thing i saw alot is the build path (the main reason I came up with my initial suggestion), most champions that want to buy this item neither want to buy {{item:3044}} nor {{item:3067}}, ending up either buying something that is not that beneficient to them or buying it as 5. or 6. item. Would like to hear something about it, it´s not immportant to be right (got no problem getting my *** kicked for missing something out) but I´m worrying a bit about build-diversity each time I look at the stats or even worse champions overperforming with it, thus getting nerfed and then being even more reliant on this item to be relevant. In the meantime I´m gonna search and fantasize about realistic build paths for the current PBE-state, least one can do is come up with good suggestions if he doesn´t like what´s happening xD
: The Brutalizer is out of the build path because an item with flat armor penetration and stacking percent shred (really, any percent shred or penetration) together just gives you the power to kill everyone - flat armor penetration is best at bursting squishy targets, while percent shred/pen make you better at dealing with the kinds of champions that you'll have to fight for a while to beat. This means that an item which does both has to be pretty crappy at both jobs, because if it's ever good at either job, its user is automatically good at fighting everyone. An item which only gives one of the two can actually be good at that one thing. For what it's worth, the first thing I tried was keeping the Brutalizer but having the finished item lose the flat pen (basically, the flat pen turns into the shred on the finished item), and that was simply too weird for people to understand or appreciate. There are a whole bunch of oddball optimization cases because finishing the item changes you from best at fighting one kind of opponent to best at fighting a different kind of opponent. It'd be somewhat the same as if we put in an MR item for defending against {{champion:10}} and {{champion:17}} that built out of {{item:3082}}. All that said: we do want to get a better handle on assassin itemization at some point and The Brutalizer sits at the center of that picture for AD Assassins. Unfortunately, though, nothing imminent.
TBH I think the 20% cdr kinda get rid of the question if someone should build {{item:3158}} on AD assassins, thus reducing the needed decision making build-wise and also giving a bit to much health for a really good fighting item, you should excell at either bursting tanks or sustaining their CC but not both. I´d like to see something like {{item:3134}} +{{item:3044}} with the following stats: - 200 HP - 50 AD - 10% CD Unique Passive - Dealing physical damage to an enemy champion Cleaves them, reducing their Armor by 5% **and 2 Points Flat **for 6 seconds (stacks up to 6 times, up to 30% **and 12 Points Flat**). Unique passive - Rage - "Dealing physical damage grants 20 movement speed for 2 seconds. Assists on Cleaved enemy champions or kills on any unit grant 80 movement speed for 4 seconds instead. This Movement Speed is halved for ranged champions (Unique Passives with the same name don't stack.) The 2 questions to this suggestion would be: 1. Would that transition into Stacks be clear enough? 2. Are the Flat stacks to strong? Cuz everybody knowing the basics knows that Flat-Reduction is far stronger than Flat-Pen since it favours your teammates asawell. Other than that you could use this instead of the Flat-Reduction: Unique Passive - Dealing physical damage to an enemy champion Cleaves them, reducing their Armor by 5% and **grants you 2 Armor Penetration** for 6 seconds (stacks up to 6 times, up to 30% **and 12 Armor Penetration**). That would split the Passive into debuff on enemy and buff on yourself, giving you less poke potential than {{item:3134}} but granting you more power for long/sustained fights. Overall i just think the current changes would offer most AD assassins and Bruisers ({{champion:114}} {{champion:92}} {{champion:238}} {{champion:91}} {{champion:64}} etc.) to much in to many perspectives while not having any drawback and i tried to retain the offensive power while reducing the the defensive power and reducing the cdr to keep the boot-decision-making alive aswell as reducing the snowball it would give. Well, just some initial thoughts.
: Rek'Sai - How I would approach her problems
PUSH, since I wanne hear some more voices.
: I would enjoy at least a mild form of tenacity while burrowing, as I cannot see most skill shots aimed at my fa.... fin... thingy, I tend to get CC'd to death by things I cannot avoid, so maybe just a little for Early ganks, relying on Items for those later teamfights where tenacity is normally a thing anyway.
That´s the point, they said so themselfes that her burrow is her engage/disengage, her breathing break. Tenacity would help wth this but wouldn´t be a "out-of-Jail"-card.
: [TEMP] Rek'Sai Feedback + Known Issues Temporary Post
I would use her unique playstyle and dig even deeper into it to create something that really performs his OWN way. Please remember, this is only a list of suggestions I DO NOT WANT her to get ALL of this: Maybe give a slight tenacity bonus while burrowed? That way it get´s a bit easier to approach a gank while still offering counterplay AND it does not offer her any advantage in direct 1v1 fights. Percentage movement speed instead of flat movement speed while burrowed. Not sure about this one, but while watching OddOne´s stream it saw like he got charmed by Ahri while using Tunnel, imho being untargetable while using a Tunnel is neccessary. But as I said, maybe I got it wrong and it already is this way. Replace her true-damage on her E while on full Fury with a ~0.75 sec stun, for a little more dueling potential, since you drain Fury while burrowed there still wouldn´t be the opportunity to just unborrow for the knockup and immediatly stun her target but give her a tool for longer skirmishes (or maybe even share a no-CC timer with unborrow?).
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Albino Raven

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