Thread:ClariS/@comment-98.201.177.181-20130104231418/@comment-4881935-20130106204235

Before I begin my rebuttal, I will like to say, for the fact that you continue to argue this, I believe you got the wrong impression from the title of the section as what you are arguing is not what I am trying to convey. That section is not meant to reflect how effective each stat is in actual gameplay. Therefore, I will change the section title to something like 'cost efficient' to reflect my idea better. - You are arguing about the effectiveness of the actual stat in actual gameplay, while I on the other hand am not. I know that changing gold values does not change the actual effectiveness of the stat. That is true and I am not debating about that, therefore, if you choose to reply, please, do not use this as your framework of your debate since I am not arguing about that.

The reason I wrote up those sections was to illustrate how 'cost efficient' an item was when looking at their stats (since I don't know the values of effects). I want to allow players to easy see how much gold they are spending on stats and on the passive because these does factor if a player will buy an actual item. --- 1) I will address your scenarios example. What you say is true about if an item is cheaper has no affect in the late game, but the problem with this idea is that it effects the everything until you reach the point where gold becomes irrelevant, and that is usually uncommon.

For example, there was an item that provided 1250 health, 100 armor and 100 magic resist (built out of Agies and Warmog), but it costed 1500g. You would see no one grab this item until the extremely late game since this item is horribly 'cost inefficient' even though this item provides the most stats in one item (it's worth around 7250g). It provides the most defense, hands down, but a lot of people will say this item is bad because the amount of gold you have to spend to grab is not worth it. It only becomes an option once no one cares about gold.

2) Gold is a resource that all player cares about. Everyone has to manage with their gold and why making the idea build, people have to take account how much everything cost. It is worthless to have an idea core build that is way too expensive to ever build (or grab before reaching the late game).

3) You remind me of the person who complained about his champion 'not getting buff' even though the champion's cooldowns were going down and the missile speeds were increasing. His foundation of his argument was because the 'damage' was not directly being increased. The same implies here.

When looking at an item, everything about the item matters. That includes what it builds off from, the stats it provides, the amount of stats it provide, the effects it gives, and the cost of the item. Improving one of the aspects is a overall buff. Making the ease of grabbing an item is a buff, even if it doesn't improve the stats directly.