I feel like some of the stated itemization changes for Season 16 are once again a bad design direction.

Discussion

Most items are supposed to accomplish general-purpose, but specific things. More niche itemization should cover specific game states as a way to address to the challenges of those game states (e.g. building an MR+AP item vs high AP).

If a champion cannot function well with the general purpose, goal-oriented itemization it does not mean there are "holes" in itemization for their specific subclass. It means that the kits of those subclasses are poorly designed/balanced to the point where they don't function well with general purpose itemization.

As we've seen with things like Malignance or DoT itemization, creating itemization for very specific subclasses tends to crutch champions on those items while also warranting significant nerfs, typically preventing other options, even general purpose ones, from feeling good on the affected champions at all.

An actual "hole" in itemization we have is broadly targeted durability-focused AP itemization for "AP bruisers", but realistically those can and should be more general-purpose durability options, rather than "only" intended for AP bruisers.

Itemization is never going to feel good again if its always just "build the items intended for your champion" rather than "try to build the best option for the given gamestate". The illusion of choice here does not make the game better, especially as a game partially focused around strategy. That's a big part of why itemization feels so lackluster in general now.

Posted Dec 1, 2025, 7:03 PM UTC

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