So I was checking (stalking)
op.gg of few of my friends that still play League and I noticed that most of thier games ended with them finishing only 2 full items (excluding boots) and some components for thier third one. Driven by curiosity I decided to check lolalytics.com to see what is the sum of all pick rates for 3rd items among different champions and elos. Well, as you can see in the title it doesn't look good. The sum of all 3rd item pick rates ranges from around 30% for champions who usually don't get feed (e.g. tank junglers) to around 45% for champions who can get feed and farm alot (e.g. some adcs).
How did we end here?
It's no secret that over the years League became much faster game. Not only in terms of gameplay but the match lenght as well. Back in the early seasons matches lasted for 30-45min on average (closer to 40) and currently they last between 20-35. But for some reason item prices (that were established back in the season 1) didn't change all that much. Your full build on a carry role still costs around 16k.
But what does that even mean for the players and the game itself?
Well, first and foremost you as a player should never expect to get more than 2 full items. You have this super op 5+boots build that will make you into a god? Scrap it. Get your mythic and the stronges, most juicy legendary item that will give you the biggest power spike. That's the build you can, somewhat, count on. Counterbuilding? Nah, just get your 2 items core or die trying. There is no room for semi-optimal items. Late game champions that require more than 2 items (i.e. crit adcs)? Forget about them. Pick the strongest/meanest lane bully you can play and go with it. Build diversity? Heh, nope. Just your strongest combo of Mythic + one legendary. Oh and your Mythic passive will probably remain useless.
What should Riot do about this?
Assuming that they even want to do something about this (imo they should), there are only a few options:
- Slow down the game pace.
- Increase the amount of gold earned.
- Reduce the cost and the stats of items.
Ofcourse we can already throw the option 1. out of the window since Riot proven time and time again with all the balance changes that they don't want to slow the game down.
As for the option 2. – in long term it would only increase the (already huge) snowballing. Imagine players at lvl 6 with completed mythics…. Eeee nope.
This leaves us with the option 3. – with overall weaker items we could reduce thier costs accordingly so that we could go back to much more healthy 3 items cores + counterbuilding insted of current 2 items. Ofcourse this stat reduction needs to be done in a proper way. Stats like AH, Armor, MR, Crit, Lifesteal and Lethality need to hit certain threshholds. Therefore the only stats that can be reduced on items are HP, AD and AP (and maybe shield/healing power).
There are other benefits to a change like this. It allows for more comebacks and increases the importance of your champion's base kit, stats and rune choices.
Source: Original link
© Post "According to lolalytics.com, on average, you have only ~40% chance to finish more than 2 full items per game (less than 10% if you are a support). Are items just too expensive for modern League?" for game League of Legends.
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