User blog comment:Zilverdael/Seperate itemsets and why they are good/@comment-5588011-20140618183850

"This second approach also comes in two flavors, first is limiting champions to their specific archetype set."

This inhibits meta-breaking. Just don't say it doesn't.

"The other being allowing champions acces to every itemset, but once you build something from one set you can't build items from another set, akin to how the current gold items work. "

Same as before. It just doesn't support meta-breaking, which inhibits freedom = less fun for people who don't really care about meta-breaking.

"Seventh, it opens up potentially MORE roles for champions. As itemsets can now have highly specialised items the itemset becomes much more important for what role you fullfill. For example, you could make a support item that encourages your allies to attack faster because of your example-attacks. Tada, marksmen can now have proper supporting mechanics. However, said marksmen would do less damage than the marksmen using the ADC set."

That doesn't even make sense. So I can only get a support item that increases attack speed because of my attacks because I'm in an itemset? I could've done that even without an itemset mechanic. The reason why this isn't done is because like you've said later utility takes too long to use. So therefore I would never choose this item because to actually proc this I would need to

1. Get in AA range

2. Shoot them (To do damage which is totally what supporting is about. :-D)

3. Watch as my allies get a measly power upgrade. (Which I assume would be the case considering that if it was an AOE AS buff it would be immensly powerful considering it would be proc'ed by a free mechanic.)

And anyway this idea is flawed: I will play a character that doesn't give utility + damage together early game then shove them to have tons of utility. If I wanted to have a ton of items to help all charcters play all the roles then there would be massive balancing issues and not all champions would have clearly defined roles which one of your arguements is about. And besides. If I wanted to all characters have tons of utility then that would make most traditional supports a god in the supporting role anyway as with these new stronger supporting items their CC would just overpower everything before other 'new' supports like support Varus could even get these items. And even if they did they would still be below traditional supports as traditional supports could still use these new support Marksman items but with even less utility.

"First it allows for items that would be acceptable in certain roles but overpowered in other roles. Support items are a prime example of this. Often support items are lackluster statwise because once they are good other types of champions will start to use them."

Not really. I still find a use for Twin Shadows due to it's slow + reveal active though I don't see other champions getting it other than supports because other slots have better items for that role, if I were an assassin I could get more damage to kill the target before they could get away or go invisible.

"Another example would be the spellthief's edge line of gold items. In order to prevent certain poke heavy mids from abusing the item it comes with some severe limitations. It has extremely low AP for its cost, and it doesn't work just after killing a minion. "

The point of this being a support item was because of the doesn't work after killing a minion passive. So what's the problem with that? As a support you shouldn't be killing enemies and therefore this shouldn't have been a poke heavy item. Furthermore the low AP was okay because of it's bonus true damage passive which helps you to deal damage with AA which is good in lanes where you constantly need to keep pressure in this meta with health regen in Relic Shield line items. Though I ultimately would adore a item with higher AP it would just be redundant considering that it's damage dealing role is dealt with by the proc. And plus with scaling utility that means that the Spellthief's Edge would potentially be more about keep my ADC safe than poke them so they won't dare kill my ADC.

"Third, it allows certain utility items to be possible for different types of champions with more appropriate stats while not being vastly outclassed by the other variations."

You used the example of a ravenous hydra for the wave clear. By that concept we could've had all champions have a incredibly wave clear item even mages with an item. The problem with that is it makes creep-clearing a redundant problem and it makes skill less of a dividing factor. That's the point of some of these characters. One of your strategies to counter LeBlanc might be to push her lane and laugh while she fails to last-hit. With this item it makes that strategy useless.

"Fourth it allows for a greater distinction between the classes. Currently bruisers can reach (nearly) the same defenses as proper tanks, while still having a massive offensive advantage. Tanks especially suffer from this early on, without items their defenses are barely higher than offensive focussed characters, while the disadvantage in offense is actually significant. Similarly certain glass canon bruisers can put out ridiculous burst while not being particularly squishy thanks to their inherent protection."

It's okay for bruisers to have damage but they don't have the utility that tanks have. Mid-game/late-game are especially good for tanks. If a tank catches out a target that target is almost always going to be instantly annihilated unless they build completely tanky. And I don't really see how bruisers have nearly the same defenses while having a massive offensive advantage. A carry has by far the best DPS per second, to terminate a target within a much more small time-frame than a bruiser would and in relatively more safety due to their range. That's why you don't see League of Bruisers.

"Fifth, Bulwark was abused because it had decent stats, the actual mechanic of buffing your allies was never a problem because the thing didn't stack. Now imagine a bulwark that provides a MR bonus based on your MR, now take an entire team that focusses on using these kind of support items to boost their stats skyhigh when they are together, but leaving them weak when singled out. In the current stat this is impossible because not only would they be able to boost their stats massivly, but thanks to the other items they get they wouldn't be weak when left on their own."

You could just make an aura that scales with nearby allies.

"It only has one real disadvantage: it reduces (percieved) choice."

This statement just doesn't even make sense. So I'm stuck into sets. So if I choose to become a bruiser. I can't choose the incredibly tanky items. Okay. So my choices totally aren't limited at all.

"Also, since people don't seem to get this. you DON'T lose acces to anything directly everything will be in an itemset that you CAN acces, at worst certain especially extreme examples will have lesser versions of said item. Udyr for example can still build a trinity. However if he chooses to build trinity he can't also build the high end defensive items. So you'd get the choice do I want to large amounts of damage, or do I want to be able tank large amounts of damage. As opposed to the current situation where he can do both effortlessly."

That statement contradicts itself. The items that most of us know and love are amazing BECAUSE of the said stats. By changing them they aren't even the same item anymore.