Can someone please explain to me why some items destroy meaningful weaknesses?
Two great examples are Deadman's Plate and Black Cleaver. Both are designed for juggernauts; but both include mobility, something that is supposed to be a major weakness of juggernauts.
I can tolerate DMP's slowing effect but the addition of up to 60 flat movement speed makes it much harder to kite the juggernauts, something that was SUPPOSED to be their major weakness. It's so bad that the juggernaut will typically still run up to you and smack you not just for bonus damage, but also for a major slow that keeps you locked in their range. When combined with Black Cleaver, most juggernauts/bruisers/fighters can now perma stick to you.
Another prime example is Duskblade. Assassins now get to bypass wards with ease, which was the major means of preventing them from getting on top as quickly by adding notice.
If you're going to say classes have meaningful weaknesses, stop designing items for those classes that cover said weaknesses.
Has a 54% win rate among people who play more than 50 games with him.
56% above 50 games.
54% above 50 games, 60% above 200 games.
56% above 50 games, 57% at 100+ games.
56% above 50 games, above 60% at 200 games.
56% Above 50 games,
54%
..... to name a few... all fall off after played into proficiency (Cho actually has a 44.5% win rate among people who have more than 200 games with him, while the overall average is 50.21%..... meaning itemization doesn't support Cho always being statistically high).
