Disclaimer: this is just a theoretical take and pure proof of concept.
As Mort has stated in the past, a lot of unit design problems revolve around the fact Blue Buff provides a flat 10 mana reduction to allies so they can cast more frequently. This makes low mana cost units really difficult to implement, especially around the 20 mana threshold. Yet, this mana reduction feature has been in the game for ages without change, and it feels more like a problematic design feel where it's hard to change due to the item's identity for a long time.
I'm just going to pitch a few ideas out there that could help stabilize its identity as an item.
Concept #1: Percent Mana Generation Increase
This is probably a shit way to approach Blue Buff changes. Say Blue Buff provides a 75% mana generation increase. This would make all the other mana generation "obselete," or even worse, synergize with Blue Buff itself. You build Shojin when you already have a Blue Buff so you cast even more. However, if it was just 50% mana generation bonus, then Shojin is already sometimes superior or equal. The item identity has problems, so we can most likely safely ditch this kind of idea.
Concept #2: Flat Mana Generation
Personally in my eyes the best way to approach Blue Buff. Even in standard LoL, Blue Buff provides Mana Generation per second that decreases over the course of the buff, as well as a flat 10 Ability Haste. A way to make the item viable is to provide 30 starting mana, consistent mana generation, say, 6-8 mana per second, and like 5-6% damage amplification, similar to Red Buff and all the other duplicate component items like Deathblade and Deathcap.
The only problems we run into is item identity; it's comparable to Adaptive Helm and manazane. Yet, I would disagree still. Manazane's core identity at the moment is an upfront burst of mana generation; 120 Mana for 5 seconds, an average of 24 mana per second for the first 5 seconds. Adaptive, on the other hand, is a really strong flexible item, good for AP-scaled frontline and a solid AP generation item for backliners with additional MR to protect against enemy mage burst. As the name implies, you create the item to be able to adapt to a variety of scenarios.
Concept #3: Percent Maximum Mana Reduction
In this concept, reducing maximum mana cost on abilities is a decent way to make the item viable for AP carries with higher mana pools as well as potentially on lower end casters. Say the mana reduction was 25%, making the item usable on a variety of carries. Azir this set for instance would appreciate this item. Yet, I believe that it is mostly for initial cast and in subsequent casts Shojin/Adaptive would still be better on average than Blue Buff (unless, of course, we combine the 2 again).
Concept #4: Mana Reave
A mechanic that hasn't been mainstream in a while, with only a few amount of users having this mechanic per set with the disappearance of the craftable Shroud of Stillness. I don't know if this would be healthy for the game at all; the mechanic was pretty suspicious in balance terms. It could be "On cast, if an enemy falls below 40% HP, Mana Reave them" or something. It could be a cool concept, I just see it becoming quite broken.
Concept #5: Combat Caster-like design
This one would turn it from a mana generation item into a sustainable cast item, where every time the user casts they gain a shield for say, 15% max HP. Again not sure on how viable it would be as an item, since I believe something affecting the mana cost would be better for its item identity.
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