Talk:Cooldown reduction/@comment-3529242-20170518082530/@comment-28977071-20170710100541

..aaand suddenly the entire world makes sense :D

My apologies and my mistake, I was reading your two posts at different times and did not realize that they were from the same author .-.

I believe that the problem was solved now that it gives only 10% CDR. It seems like 20% was actually just a relic from old 'carry item' times.. All one needs, to stay within the bounds now, is to swap the accordingly to the new fashion.

My point with jack-of-all-trades remains unchanged imo, CDR items are usually utility-based and strongly related to the play-style, unlike universal APC items such as .. So having excessive CDR usually indicates a too-many-specialization for a player, which is bad by itself. Then CDR is just a symptom of a problem, rather than a problem itself.

However, in case of non-carries, supports and tanks, the situation is different and I tend to plan my itemization for'em strongly in advance for each specific game. Because, right, the CDR cap. In such cases, the optimal utility is my primary goal, not the perfect gold-efficient translation of investment into the damage output, therefore I rarely accede to a bit more CDR than the cap allows if the utility provided pays off for the CDR wasted.

Going over the CDR hard cap is very similar to the soft cap you suggested in terms of gold efficiency. Basically both decrease the item gold-efficiency, it's then up to the players if they consider it to be a worthy trade.