The content of the article
Yesterday, on the front page of this subreddit, a post stated that Riot failed to address (one of many of) their preseason goals, specifically, making multiple viable Mythic options for each champion.
In addition to failing to create multiple viable options, some champions have no options that work well with their kit. I created several items that help cater to these problems. Here is TL;DR, and below that you will find detailed stats and passives for each item.
Item | Who it is designed for | Niche (what role it would play in the item system) |
---|---|---|
Starsplitter | Marksmen who relied on an early Infinity Edge or Essence reaver spike, or who don't want the early attack speed from other mythics. (Jinx, Xayah, Lucian, Draven, Jhin, Cait, etc) | Fixes the issue of giving marksmen stats they don't want and creates an option for raw AD users. Helps crit users get to the Infinity Edge spike without being useless early. |
Petricite Crest | Tanks who don't want to build Sunfire, but need to be tankier than locket provides (tank Galio, Alistar, Leona, Rell, etc) | Sunfire items are too expensive for tank supports, and locket doesn't give them enough tankiness. This also offers peel. |
Shard of the Sundisk | Midrange battlemages who don't care about the burn. They typically do more sustained damage earlier, but burstier damage later (Ryze, Swain, Lissandra, Karma, etc). | Other than Night Harvester and Protobelt, there is no health available on mythic items for mages. This item also encourages aggressive play, which is not a common theme among mage mythics. Aims to be a more interactive Rod of Ages replacement. |
Shadowbane | Supportive tanks and some enchanters who can't effectively use Moonstone or Shureyla's Battlesong. (Taric, Braum, Tahm Kench, some enchanters such as Lulu) | Building Ardent Censer (unless you have 2+ basic attackers on your team) is useless because you can't prevent the marksmen from being bursted. Serves as a combination of Moonstone and Shureyla's. |
Lunari Harbinger | AP Assassins who don't work well with Riftmaker or Night Harvester, as well as some AP Champions who don't have an item at all. (Diana, Evelynn, Elise, Nidalee, and maybe even Sylas). | Currently, Night Harvester is the best option for AP Junglers, but AP Junglers are still looking weak. Also gives more options to AP assassins. Prowler's claw, but for AP. |
Beastjaw Cutlass | Bruisers who want to end the fight before they would need to use Goredrinker. Is also a non-spellblade bruiser item. (Darius, Urgot, Hecarim, Gnar) | Meant to synergize with bruisers without gapclosers or bruisers that don't have an item that is optimal for them (ex: Kraken Slayer Urgot doesn't want crit). |
Full item stats and descriptions below!
Starsplitter – Spellweave and Burst
50 Attack Damage
20 Ability Haste
20% Critical Strike Chance
UNIQUE – Heaven’s Descent: Your first Critical Strike against an enemy champion does 50%-150% bonus damage and grants you 15% Attack Speed for 3 seconds (20 second cooldown per champion).
Mythic Passive Bonus: 10 AD
Petricite Crest – Teamfight Control
15 Ability Haste
25 Armor
25 Magic Resist
50% Mana Regen
50% Health Regen
UNIQUE – Dauntless Vanguard: Upon immobilizing an enemy champion, slow them by 20% for 2 seconds (20 second cooldown per champion).
UNIQUE Active – Bannerman: Slow all nearby enemies by 40% for 3 seconds and taunt the nearest enemy champion (60 second cooldown, reduced by Ability Haste).
Mythic Passive Bonus: 5% Ability Haste
Shard of the Sundisk – Skirmish Mage
60 Ability Power
200 Health
200 Mana
10% Ability Haste
UNIQUE – Sands of Eons: Upon damaging an enemy champion with an ability, mark them for 3 seconds. If they die while the mark is active, gain 10% Movement Speed, 5 Ability Haste, and 5 Ability Power until out of champion combat, stacking additively with each kill.
Subsequent damage on the same champion refreshes the mark.
Mythic Passive Bonus: 15 Ability Power
Shadowbane – Ally Protection
200 Health
10 Ability Haste
50% Mana Regen
50% Health Regen
25% Heal and Shield Power
UNIQUE Active – Sigil: Designate an allied champion as a Keeper (60 Second Cooldown).
UNIQUE – Sentinel’s Protection: If the Keeper would fall below 30% of their maximum health, they gain a 150-450 (based on Keeper level) shield, 10 armor, and 10 magic resist for 3 seconds. Additionally, their most recent champion attacker is stunned for 1.5 seconds (90 second cooldown).
Sigil cannot be placed on a champion in possession of an item with UNIQUE: Lifeline. If they are eligible to be designated, they will gain UNIQUE: Lifeline and will not be able to purchase items with the same effect.
Mythic Passive Bonus: 5% Heal and Shield Power, 5 Ability Haste
Lunari Harbinger – Assassination
85 Ability Power
10 Ability Haste
UNIQUE Active – Moonrise: Dash in a line through the target enemy's location, and upon completing the dash, deal 100 (+ 15% Ability Power) magic damage to the target and increase your damage dealt to them by 15% for the next 3 seconds (60 second cooldown).
UNIQUE – Duskpetal Dust: While outside of enemy vision, gain 5% Mana Regen and 5% Health Regen.
Mythic Passive Bonus: 10 Ability Power and 40 Health
Beastjaw Cutlass – Teamfight Bruiser
50 Attack Damage
20 Ability Haste
200 Health
UNIQUE – Relentless: Damaging an enemy champion grants 10 Movement Speed until out of champion combat, stacking up to 5 times total (1 per unique champion damaged).
UNIQUE Active – Bountyhunter: At maximum stacks of Relentless, activate to slash in a circle, damaging enemies increased based on their missing health. Additionally, double your Movement Speed from Relentless for 5 seconds.
Mythic Passive Bonus: 5% Tenacity and 5 Attack Damage.
That's all! Keep in mind that I'm not a game designer, so the numbers are probably wonky. It's the concept that counts. Thanks for reading.
Source: Original link
© Post "Designing Mythics that fill gaps left by the current system" for game League of Legends.
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