User blog comment:Zilverdael/Seperate itemsets and why they are good/@comment-1330314-20140617111554/@comment-6281696-20140617192344

AP tryndamere isn't the only one who has that problem though. And in a lot of cases simply changing the ratio's would leave them too weak without certain hyper effective items.

The issue is that bruisers currently are just as sturdy as, or marginally less sturdy than, the tanks with a massive advantage damage wise because most of the defenses comes from items.

As for tanks lacking damage, it's the fact that their damage is irrelevant that annoys me. I don't want to solo stuff on Leona, but it'd be nice if say at the end of a fight only me and a bruiser are left while that bruiser has 10% health remaining and I have 70% that I could actually viably win instead of the current situation where I should get the hell away since my damage is effectivly nonexistant.

Building items mostly to aid your allies is fun and all, but it'd be nice if my own stats weren't awefull. Being a glorified aura isn't very interesting. And again, the situation has improved over time, but it's nowhere near good yet. As for others abusing support items, that's one of the reason I want seperate itemsets, to prevent that from happening.

As for utility not shining. Take Leona vs Annie support. Annie's stun is just as long as Leona's Q, longer even lategame. Fights last like 5-ish seconds. Leona's advantage in terms of CC isn't relevant in lane because her carry is already dead by the time here skills come of CD again. Don't get me wrong, supports are arguably the most important role thanks to their utility, but thanks to that and their utter lack of stats they often feel very lackluster.

The issue is that certain abuse is not fixed. And especially stuff like bruisers abusing a combination of high end defensive and offensive gear is impossible to stop from happening as long as they have acces to it. As for "treating players like adults" moba's are one of the few genres where you actually have this stupid amount of freedom. Also stopping them from abusing certain cases is not the same as taking someone by the hand. They can still screw up builds, it's the hypereffective builds that I have a problem with. Also, I'm getting so sick of people demanding absolute freedom and be allowed to do whatever they want, but that's a seperate issue anyway.

The issue is that currently there is no sodding tradeoff which screws up the roles of champions. Supposedly squishy assasins end up being far too sturdy, bruisers have equal defense to tanks while still hitting like a truck and so on. Certain tanks can get silly amounts of damage.

Also, pretty much every other game abides by the design philosophy that certain roles should not have acces to certain items. Moba's are the only genre I can think of that doesn't follow that approach as a whole. The only other type of game I can think of that allows the same freedom is the western sandbox rpg's like elderscrolls, however those actually make sure that caster gear provides no adventage when you go for an assasin build, using stuff like strength requirements for encumberment to ensure mages don't run around in plate armor and such.