User blog comment:Zilverdael/Seperate itemsets and why they are good/@comment-4068613-20140615123959/@comment-6281696-20140619150933

I know logarithmic scaling is unintuitive (and for a considerable amount of people probably too confusing) but it would fix the issue. Though I have no idea how to communicate the scaling clearly towards the user without getting a cluttered tooltip. Maybe just explicitly state a drop-off point. Or use higher linear scaling but just state that past say 200AP it no longer does anything. It's confusing but it would get the job done.

Minor boosts are fine, the thing that bothers me about these cases is that the boost is so minor it might as well not be there. Also, masteries at least are free, for this 30AP I did need to pay gold which I could've spend on something that's actually usefull. Though I do think some of the masteries seem rather insignificant at times (idem for runes, and individual runes are essentially pointless).

Yup, other classes also abuse the system in the same way as bruisers, especially assasins that use a single defensive item to double or triple their effective health. Though bruisers are the most extreme example.

The idea behind itemsets is that you give the different classes dedicated sets which make up for their respective nerfs and increase the distingtion between each class. E.g. class canons now get a proper advantage over bruisers damagewise instead of the 0.5s difference in killing a tanky target, tanks actually get to have more than that 5-10% advantage in effective health that can be closed by the lifesteal the bruisers have, and so on.

Also, even if it ends up effectivly nerfing everyone I don't see that as a problem as long as it doesn't end up nerfing the wrong aspects or nerfing certain aspects too much. E.g. tanks shouldn't lose tankiness if they go for the tankset but their damage also shouldn't drop to the levels of minions either.