#Item Concept: Crystalline Marksman's Edge
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Passive: Adaptive Acuity
Crystalline Marksman's Edge passively gains one Acuity Stack every 5 seconds. Each Acuity Stack grants +1% Critical Strike Chance, up to a maximum of 25 stacks (+25% Critical Strike Chance).
Minion Cull: When you last-hit a lane minion or a jungle monsters, your current Acuity Stacks are reduced by 5%.
Takedown Focus: When you achieve a takedown (kill or assist) on a champion or epic monster, your current Acuity Stacks are increased by 5%.
Perfect Acuity: Upon reaching 25 Acuity Stacks, you gain +18 Lethality. This bonus is lost if your Acuity Stacks fall below 25.
(Maximum passive Critical Strike Chance: 25%)
very few crit champions jungle, why do we need a crit item that's bad for laners that want to farm? Also, 1100g combine cost w/ +20 AD (and passive effects) is both not very efficient and makes the buildpath a bit awkward (i.e. not good as a first item). (small thing also, stack increase/reduction is that 5 stacks or 5% of current stacks?)
also, crit+lethality can be a dangerous set of stats to have (see collector and it's balance history)
Zooming out a bit, I generally am of the opinion that if you're trying to add an item to the game, it needs to be filling some void in the current item pool, and I don't see what void this item is attempting to fill. We already have a crit+lethality item (Collector) and it even has passive effects that lean into that fantasy moreso than this item's effects).
i'ma remove that jungle interaction
it is filling a void, it's a void that discourages farming
no other items discourages taking minions as much as this item
Only role that should do that is support, and we have very few supports that even make good use of critical strike chance.
While yes it is filling the void of ADC items that discourage farming, the reason the void exists is because that niche is inherently pointless. The only class who should ever even consider items that disincentivize farming are supports and they have no use for this item. ADC is also the role that lends to having insanely high farm the most. Plus the upside of a little bit of crit and lethality at the cost of becoming either unable to farm or having a useless item if you do farm make it unbuildable. While I do think item concepts should be filling a niche that isn’t covered, you should be thinking about why that niche isn’t covered first
i don't think it's inherently a bad item, having arguably similar stats as an experimental hexplate for the same cost
It ends up being an inherently bad item because it forces you to choose between gold or making the item function. Meanwhile other items don't force you to choose between them. There is simply no character who could ever build the item and not feel bad about doing so
oh yeah also the 5% increase in stacks is a nothing burger of an effect since at 24 stacks (the most you could have and still gain any) it's an increase of 1.2 stacks, and since stacks can't be decimals. For getting a kill, the big reward is 1 stack, something you gain after 5 seconds. The decrease however ends up being more noticeable since with 6 minions in a wave that's 6 decreases per wave. Now it's more useful in the jungle but there's like legitimately 2 jungler who'd ever buy this in the jungle kindred and graves. But making an item that is bad on all but two characters is far from ideal
It's a inferior version of Yun Tal that has a bad downside for it's intended users.