User blog comment:Zilverdael/Seperate itemsets and why they are good/@comment-24905320-20140616103305

The concept you propose is… interesting. You definitively put a lot of thought behind it and it is a system that might be better or worse than our current system, but it will most certainly work.

If i am not mistaken, one of the issues you want to address is champions getting unproportionally strong through items other champions get less use of. This, however lies in the nature of the stats itself.

[WARNING TOTALLY UNNECESSARY MATH AHEAD: PROCEED WITH CAUTION]

Lets reconsider your example of Yasuo getting ridiculously tanky after just one defensive item. Even without his shield, a single Randuins will increase his base effective HP at Level 18 against physical attacks without runes and masteries from 3434HP (1906 Base HP at Lvl 18, 82 Base Armor at Lvl 18) to 6019 effective HP with the Randuins (2406HP, 152 Armor). Only one item almost doubled hs ability to eat up physical punishment. In contrast to this, imagine a Yasuo with four or five offensive items. Nothing he can get will boost his damage by equal amounts.

[MATH END]

In my opinion, the problem is not that assassins like yasuo can utilize  defensive Items too well with their mechanics (shield), but that due to diminishing returns a mix of stats will always be superior to stacking a single stat (if these stats don’t stack multiplicatively with each other, like crit, attackspeed and AD for example, but more on that later).

You say similar things in your post, for example here:

'''Because these champions have acces to both high end defensive and offensive items they get to have the best of both worlds. Whereas characters that can only make use of one of the two types are left in the dust because that 10% extra defense isn't going to help if your opponent has more than doubled his damage output with one very effective item.'''

If I understand you correctly, you attempt to fix the champions that can use a mix of stats (like bruisers or, to some extend, assassins and tanks) and thus don’t suffer from diminishing returns as badly as champions that can not (like pure tanks) by letting them focus on a stat (like damage) and then making the other stats (like tankyness) harder to get in these builds. Of course it would be still possible to use a build that would give you both but it would be less effective than it is today.

I am not quite sure if you really think these kinds of bruisers are the problem, or if you only see tanks building too strong damage Items (eg. Udyr) and high damage dealers building too strong defensive items (eg. Yasuo) as a problem. It would be nice if you could clarify this for me.

Not considering if I like your ideas or not, I think your suggestions will fix the issue you are adressing. It might be difficult to implement, it might even create new issues, but it could solve all problems forever. One way or the other, it will be a very drastic change. But in one point i strongly disagree with you (if I understand you correctly, which I am just going to assume): Balancing stats to avoid diminishing returns is not inhinherently bad, it even belongs into the game that is League of Legends.

After reading your post I initially agreed with the problems you saw, but then I asked myself why one should even bother to play champs that can only use one side of the statspectrum, like full tanks or marksmen, if there are champions like Yasuo and Udyr.

I know that marksmen avoid diminishing returns by using damage muiltiplicators, they can build some amount of AD, then multiply the damage they do by building some amount of attackspeed, then multiply the damage they do again by building some amount of crit and then they add the IE passive.

As for tanks… I truly have no Idea how my beloved full tank Leona even works. Maybe it has something to do with her CC scaling with the time she is alive, which scales with the amount of tankiness she has, but what I really want to say is: Despite all the theoretical imbalance you point out, I personally believe that League of Legends is in fact quite well balanced, even though I can only partially explain why. Probably Hextech.

To conclude: I really do think that your suggestion might enhance the balance of League of Legends, It also could not, and it might not even be neccessary because LoL is just fine as it is. I am just a human being so I don’t really know what could happen at all. But I think it would be very Intersting to see something like this tested out. Maybe as a new gamemode?

Anyways, please let me know if I misunderstood you somehow, if you agree or disagree with me or If I made a mistake somewhere.

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<p style="margin-top:0px;margin-bottom:7px;line-height:normal;font-family:Helvetica;">Note: I might have used the term „bruiser“ (or fighter, as riot likes to call them) when i really want to say „champion that builds a wide range of stats to be effective“. I think you call them „hybrid builds that use high end items from multiple roles to effectivly fullfill multiple roles with one champion“. Champions I like to play this way include Singed and Udyr.

<p style="margin-top:0px;margin-bottom:7px;line-height:normal;font-family:Helvetica;">I also might have used the term „diminishing returns“ when I really meant „stacking is bad and the sixth Warmogs will give you less percentual increase in health than the first.“

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