A big part of damage creep isn't just the raw numbers, it's the items people buy early on.

Bârd··94 votes·23,543 views

I'll just give a couple examples.

Lets say you're playing midlane mage. Back in Season 3, this is more or less what your early game itemization would look like. The most common item for your first back was item 3028. Other common pickups were item 3070 item 3010 item 3191 or maybe even item 3111 item 3047 if you needed it. Your first item would typically be item 3174 item 3027 item 3157

At 20 minutes, some typical builds would be: Orianna item 3174 item 3020 item 3191 Karthus item 3027 item 3070 item 3020 Heimerdinger item 3157 item 3028 item 3020

If you'll notice, most of the builds back then were based on Mana and Defense, not raw murderizing potential.

The highest raw damage you'd ever see is aitem 3128 rush on a Syndra Leblanc, and it'd be at the cost of total reliance on the jungler gifting blue buff.

Nowadays, your first back is just going to be item 3802 or item 3145 Your first major item is going to be item 3285 or item 3030 if you're a hipster. Your other partial items are just going to be item 3020 item 3916, maybe a item 2419 if you're feeling cheeky.

Other builds haven't fared much better.

Remember when item 3072 was the routine rush item for basically every ADC? Remember when Zed rushed item 3153? Remember when the only sources of flat armor pen in the game wereitem 3142 and item 3071 ? Remember when item 3035 cost 2300 for 35% armor pen? Remember when flat pen had interactions with % pen that made it super inefficient to stack both, meaning a champion had to choose whether they wanted to burst squishies or tanks instead of just building to murder everything?

130 Comments

Diopsideˆ60 votes

It's not only offensive items damage,

but defensive items are nerfed significantly. Item changes must be made drastically to reduce damage power across the game.

On My Kill List29 votes

{quoted}

It's not only offensive items damage,

but defensive items are nerfed significantly. Item changes must be made drastically to reduce damage power across the game.

this too. warmogs used to give like 1300 or something health in the past. health items in the past gave far more health then now. defensive runes were better in the past. they had their own issues and were not perfect. but compared to todays defensive runes they were infinetly better.

Leetri1 votes

It gave 1000 HP at most, but it only gave health and 1,5% maximum health regen per second. The current Warmogs give a lot more stuff. For 350 more gold you got the following: -200 HP +3,5% health regen/second +200% base health regen +10% CDR

Which in terms of raw gold means you get 458,7 gold more stats for only 350 gold. Now if the extra health regen and CDR is better than just 200 HP I don't know, I'm not good with builds. But you can't deny you get more for your money nowadays than before.

LightswornLance4 votes

Recipe: Giant's Belt + Ruby Crystal + Rejuvenation Bead Item cost: Gold 2650 Combine cost: Gold 995 +1000 health Unique Passive: Restores 1.5% of your maximum health every 5 seconds. I think this version was the best. Cheap item tanks could rush to survive laning if they didnt need waveclear

ProfDrDeath2 votes

No. That was the most overpowered version that gave tanks access to massive regeneration in the laning phase. That version is the reason Warmog's Heart exists which gates Warmog's full effect behind the HP threshould.

LightswornLance6 votes

I mean there is nothing wrong with tanks having regen during the laning phase. Most of them lose trades and get hard poked anyways. Plus it keeps tanks on par as split pushers vs sanguine blade users.

ProfDrDeath1 votes

It is not just tanks I worry about. Sorry, misspoke in the above post - it should've said "tanks and tanky DPS" with access to massive regeneration in lane.

Here is an old VOD from early S3, W1D1 of the EU LCS Spring: https://youtu.be/apDa4n4WuA0?t=11339 Look at both top laners' first item Warmog's and what it did to the lane. Shen vs. Olaf, both rushing Warmog's and making the lane basically a snoozefest in which any interaction is pointless.

The same pattern evolved in S4's infamous Renekton/Mundo/Shyvana meta, in which another regeneration effect, this time from the Perseverance Mastery (0.7/1.35/2% missing HP every 5 seconds), took center stage.


And this pattern is why I am wary of powerful regeneration effects, especially passive regeneration effects, in a laning situation.

LightswornLance5 votes

Isn't it basically the same thing with life steal and spellvamp? A ryze can eq a wave and get back to full health around 25 minutes in the game from just ravenous hunter alone.

ProfDrDeath9 votes

You show your youth.

On My Kill List talks about Old Old Warmog's, or S2 Warmog's. That Warmog's gave 920 HP base and 450 HP at 100 stacks, with you getting 1 stack per CS or 10 stacks for kill or assist. Total HP = 1370.

Basically, the stacking effect played the same role Warmog's Heart plays for today's 'Mog's, namely gating access to the full power of the item towards the later stages of the game.

Sire Hippington1 votes

Just that unlike the current warmongs heart, the good old warmongs didn't force you to buy aditional HP and instead supported no HP options like FH, thornmail or FoN by giveing the needed bulk to back up the defstats.

Woarmongs heart for me is one of the biggest issues for tanks atm, cause it removes warmongs as a standalone high HP option. The old stacking was a way better concept.

ProfDrDeath1 votes

Woarmongs heart for me is one of the biggest issues for tanks atm, cause it removes warmongs as a standalone high HP option.

Yeah, agree with you on that.

What if Warmog's Heart had different trigger conditions? Like, 3000 total HP or 200 total Armor or 150 total MR, counting only permanent stats for the effect?

Alternatively, reintroduce the stacking (2 HP/stack or so) and unlock Warmog's Heart at 100 stacks.

Sire Hippington2 votes

i'd prefer the stacking and unlocking at max stacks variant, it gives more flexibillity to adapt your built, and beeing flexible in your built is quite important for tanks imo. It also allows for some more total HP without makeing it to strong as rush item in lane

Death by Glamour6 votes

the easiest way to do it would be buff base armour/mr and hp on a case by case basis.

ZT Xperimentor26 votes

It's not just common sense, the game has been balanced to favor damage for years. Defensive items have been nerfed repeatedly, flat armor penetration became scaling lethality, and the mastery rework removed runes with marginal compensation while adding multiple damage amplifiers.

Sire Hippington3 votes

flat armor penetration became scaling lethality

that one was actually a nerf.

Befor, ghostblade+duskblade would give 40 flat pen on a 2 items spike, easily reaching 50+ with runes, which is at lvl ~12-13. With the current lethality, the two items spike with runes is 45 lethality, which at lvl 13 is 40 flat pen, so roughly 10 pen less at that point then the old values. Lethality actually is a weaker stat than flatpen at same values(till lvl 18).

Boomer7 votes

Duskblade only gave 10 armor pen. Youmuu's gave 20. 11.52 from runes for a total of 41.52.

Those two items reach 39 now at level 18 without runes.

If you ignore runes, they surpass their old counterparts at level 8, and are only 0.53 lethality behind at level 7.

Plus up to 7 from sudden impact, and another potential item entirely in the form of Edge of Night.

ScrubLordinat0r2 votes

Last whisper, 40 ad, 40% armor pen, 2400 gold. New last whisper 2800, for 45 and 35% armor pen. So assuming the last whisper user used that 400 extra gold, they would have 50 ad and 40% pen, and a health pot, as opposed to now. So no, armor penetration was overall nerfed for assassins at least for the parts of the games that assassins mattered

Boomer2 votes

Are you joking right now? That was reduced from 40% to 35% back in like S2 or some shit.

If you're referring to a more recent time when it was over 35%, it was 45% BONUS armor penetration, which is a massive distinction to make.

ScrubLordinat0r1 votes

Ok Boomer. ill accept that it was around season 2 when it was most op. But around season 5 it was still better than now. And vs tanks it was better with the 45% bonus for 1300 gold(probably more toxic tho). Im just saying that its not the armor pen thats the problem as that has been being nerfed over and over since its release, which you just pointed out. Its the fact that they balance the classes around doing true damage or near it at a VERY specific time period of around 1 min or so. If they get their to quickly = op, to late=useless. They should either remove or isolate the armor pen stat as a whole.

Boomer1 votes

This topic is a bit fuzzy to me as it was so long ago, but I think that LW and lethality items are two very different things, which serve drastically different purposes. They cannot be easily compared because of this.

Percentage armor penetration (LW) is meant to combat high amounts of purchased armor. For this purpose I think that bonus armor pen was a good way to go (though 45% is fucking ridiculous.) That means it's all but useless against squishy targets who don't build armor, or maybe get a Zhonya's/GA or something. Little effectiveness. But, it works very well against tanks and the like.

Lethality has its intended use against squishy targets with little armor, and building armor counters lethality.

So, to say that the season 5 (I'm assuming you actually mean the season 6 pre-seasn rework of it on 5.22) was better than it is now, is just wrong. That was 40 AD and 40% BONUS armor penetration as opposed to today's 45 AD and 35% TOTAL armor penetration. If someone has 100 base armor, and builds 200 armor, they have 300 total armor, 200 bonus armor. The 40% bonus armor pen LW would be piercing 80 armor, whereas the 35% total is piercing 105. Even up to 500 bonus armor, 35% total armor penetration is strictly better vs a target w/ 100 base armor.

Too quick or too late means nothing with this stat. It is a situational purchase (though less situational now because damage is so high and tanks are so useless) to combat a target with huge amounts of armor, as an AD champion.

ScrubLordinat0r1 votes

armor pen serves the same purpose regardless of how it exists. All that matters is the number removed. Most of the time % armor pen removes more even vs low armor targets. The problem is that armor pen as a stat costs almost nothing. the gold value of serrated dirks armor pen is that 1 armor is worth 5 gold to pen through. But costs 20 gold to buy 1 armor. 4x more cost efficient to pen than to build. THIS is why lethality is good early(minus the weird not full value early thing). Serrated dirk is the strongest ad item in the game, BUT the items that you complete with it are HORRIBLE and offer stats you dont WANT on the people that want armor pen. The 100% gold efficient duskblade with just stats would be 80 ad for 2800 gold and 20 lethality for 100 gold. Currently its 55 ad and 21 lethality for 2900 gold because of all the bs addons that make the item instantly 1 shot and cdr etc. Dusk blade could have 40 lethality for 3000 gold. etc. Vs almost all targets 35% pen is better than 21 lethality, the problem is that last whisper values armor pen MUCH higher than lethality does. Its assumed you would need to pen like 200/300 armor for it to be equal to how lethality cost to pen. Most people value the armor pen of armor pen at the same price armor costs, but thats not true. Armor pen should be valued at the same as the cheapest way to pen 1 armor. And serrated dirk is 30 ad for 700 gold and 10 lethality for 50 gold. so 1 lethality is 5 gold, 1 lethality at 18 is 1 armor pen, 1 armor pen is worth 5 gold. 1 armor 20 gold. Lethality even being only 60% efficient at lvl 1 means its still less than 10 gold per point(not that you would ever get it before lvl 3). Also means sudden impact gives less than 50 gold as a rune for pure ad champs XD

PhDs Nuts5 votes

[{quoted}](name=Sire Hippington,realm=EUW,application-id=3ErqAdtq,discussion-id=9dG4kEji,comment-id=00000000,timestamp=2019-11-13T12:15:25.022+0000)

that one was actually a nerf.

Befor, ghostblade+duskblade would give 40 flat pen on a 2 items spike, easily reaching 50+ with runes, which is at lvl ~12-13. With the current lethality, the two items spike with runes is 45 lethality, which at lvl 13 is 40 flat pen, so roughly 10 pen less at that point then the old values. Lethality actually is a weaker stat than flatpen at same values(till lvl 18).

Factor in new runes and Duskblade passive, and it's a significant damage buff.

Śhunpo26 votes

Yeah, whenever people say that lethality is fine as a stat (usually the AD assassin players) I just take a step back and remember that Zed used to build item 3153 and he used to require skill, instead of this unga bunga playstyle he has now.

God, I wish when assassins actually required a brain to play.

Sire Hippington22 votes

sorry, but BorK zed was hella toxic and no skill at all, all he did is use a point n click active after ult which slowed for easy Qs and did more damage than the flatpen rush, which he used **after **BorK got changed. He would litterally 100-0 people by just ult, active and AAs. It also gave him sustain and dps to easily kill bruisers/tanks and objectives at the time. Also, he usually still had a brutaliser aswell for 15 flat pen, which is roughly the pen that you get from a duskblade at that point in the game... there's a reason that that Zed at that time was near kassadin levels of pick/ban...

The only reason assasins seem so potent is the overall damage creep, especially the fonrtloaded extradamage from runes. Lethality on it's own only was so strong back when cause duskblade proc was overtuned. I assure you, if the old flatpen BC+brut was still a thing, assasins would be even stronger right now. same with the flatpen+mini zed ult duskblade version.

Again, i'm not saying assasins aren't strong atm, but that's not cause of lethality, but cause of the overall damage creep, and especially the bad early armor options and to much upfront damage from runes.

Śhunpo12 votes

I'd argue that lethality Zed is even more toxic and requires even less skill than BotrK Zed. All you do is purchase a Dirk, get a kill on your opponent once and then roflstomp.

I also disagree with your stance on armour pen (or flatpen as you're choosing to call it) as lethality is far more unhealthy and just promotes degenerative game states.

Also, I main assassins so I guess I know what I'm talking about [slayer-jinx-catface]

Romans VI XXIII11 votes

I think we can all just agree that EVERY iteration of Zed takes 0 skill.....

Lane Phase: Spam Q to farm/Harass or W > E > Q if your opponent dares to step up to harass you. Post 6 Press R when target is at 75% HP, EZ kill.

Mid/Late Phase: Split Push if necessary, either get a free kill on any one that trys to stop you or easily back off if you cant 1v1 or 1v5 them. All the while having insane wave clear. Or in team fights Spam Q, wait for engage to happen and Press W > R Combo and insta kill the squishy while doing tons of AoE damage to the rest of the team.

Its pretty stupid how ASSASSINS actually have some of the BEST wave clear, Resource sustain, and AoE damage.

KrypticBeing3 votes

[{quoted}](name=Romans VI XXIII,realm=NA,application-id=3ErqAdtq,discussion-id=9dG4kEji,comment-id=0004000000000000,timestamp=2019-11-13T18:38:57.716+0000)

I think we can all just agree that EVERY iteration of Zed takes 0 skill.....

Lane Phase: Spam Q to farm/Harass or W > E > Q if your opponent dares to step up to harass you. Post 6 Press R when target is at 75% HP, EZ kill.

Mid/Late Phase: Split Push if necessary, either get a free kill on any one that trys to stop you or easily back off if you cant 1v1 or 1v5 them. All the while having insane wave clear. Or in team fights Spam Q, wait for engage to happen and Press W > R Combo and insta kill the squishy while doing tons of AoE damage to the rest of the team.

Its pretty stupid how ASSASSINS actually have some of the BEST wave clear, Resource sustain, and AoE damage.

Zed does take skill. Alot more than the other assassins. Their waveclear is not good if they require energy. Zed's becomes fine later on but he has to waste his w. Akalis waveclear is god awful. Zed is a great 1v1 champ just cause he can kite really well with his gap closers. His lane phase poke is god awful too. Stand behind a minion and his q does 40 dmg to you. if he uses w to trade with you then free gank for your jungler. And at lvl 6 you cant really kill someone at 75% hp if they have a brain.

Romans VI XXIII6 votes

Their waveclear is not good if they require energy.

Lol, what does this even mean? That since an ability cost energy it sucks at wave clear? Lol

Zed's becomes fine later on but he has to waste his w.

GOD forbid he has to use abilities to clear waves!!!

if he uses w to trade with you then free gank for your jungler.

GOD forbid he has to stay back and play safe for 20s!!!! Oh wait nvm. He can just farm with Q......

And at lvl 6 you cant really kill someone at 75% hp if they have a brain.

Your right sorry he could 100-0 any one at lvl 6 brain or no brain.

toby mcteague2 votes

Lol, what does this even mean? That since an ability cost energy it sucks at wave clear? Lol

If an ability costs energy , it is a double edged sword. On one hand, you have better resource regeneration, on the other, you have longer cooldowns that are punishable.

GOD forbid he has to stay back and play safe for 20s!!!! Oh wait nvm. He can just farm with Q......

Which means he loses lane pressure for the next 22 seconds. Use this time to zone him off the minion wave with your shorter cooldowns. Zed literally does less damage and has no mobility if he has no w.

Romans VI XXIII1 votes

If an ability costs energy , it is a double edged sword. On one hand, you have better resource regeneration, on the other, you have longer cooldowns that are punishable.

Some one forgot to tell RIOT this, cause Zed Q and E by no means have "long" CDs lol. On top of say he uses everything to clear a wave right! Okay, the wave is cleared....he can sit under tower and wait over 20s for the next wave lol.

Having Energy =/= Long CDs. Idk where you got this. See Akili Q.

Which means he loses lane pressure for the next 22 seconds. Use this time to zone him off the minion wave with your shorter cooldowns. Zed literally does less damage and has no mobility if he has no w.

OMG GOD forbid Zeds lose any lane pressure!!!! GOD forbid they need to THINK about something. Zed Q has a LONGER range than 90% of the mage roster. Good luck zoning him off minions lol.

toby mcteague1 votes

Some one forgot to tell RIOT this, cause Zed Q and E by no means have "long" CDs lol. On top of say he uses everything to clear a wave right! Okay, the wave is cleared....he can sit under tower and wait over 20s for the next wave lol. Having Energy =/= Long CDs. Idk where you got this. See Akali Q.

I think youre missing the point. Lets say Zed uses his WEQ combo onto the wave or his opponent. Thats 150 energy of usage, 120 if he regains energy back for hitting 2 qs. Now, if Zed continues to spam his skills like you would assume, since they are really are a low Cd (6 seconds on Q and 5 seconds on E, respectively) by the time his W comes back up again, he wont have enough energy to do a WQE or WEQ combo again, unless he stops spamming Q and E. This is why he is energy based, not mana based. He cant just spam spells mindlessly and not get punished for it. So, the effective cooldown of his next combo would be 30-35 seconds, but ONLY if the Zed is an idiot who keeps spamming Q and E in lane.

OMG GOD forbid Zeds lose any lane pressure!!!! GOD forbid they need to THINK about something. Zed Q has a LONGER range than 90% of the mage roster. Good luck zoning him off minions lol.

Not sure if you you were heavily exaggerating, but you are looking at pure range numbers, Zed Q range (not cast range) is@ 900, but its a linear skillshot, not area of effect. Most mages have a ground targeted ability that have a CAST RANGE, many in the 800s but it ends up being over 900 because of how AOE abilities work. Take Syndra Q for example. Only has 800 range, but its radius effect is 180. Therefore making its max range @980. I can give so many other examples, but just know that Zed does not “outrange 90% of the whole mage roster” if he only has his Q. And thats back to my first point. If Zed is playing safe and spamming Q to last hit, hes goin to have to stop eventually if he wants to all in you again.

Zed is a strong champion, but lets not act like theres no counterplay to him. Hes pretty annoying to face, but I don’t fare too bad against him if Im playing Cassiopeia or Syndra into him.

Romans VI XXIII1 votes

Take Zed mid Spam his QWE combo every time it's up.

Take a mage mid Spam thier QWE combo every time it's up.

See who runs out of resources first.

News flash, the Zed will not EVER run out. As he completely regains his energy before W comes back up. He can sit there and spam QWE ot just Q to farm and just wait for the Mage to run out of mana. Then he can go in for a kill. Or force them to back to Regen mana. Either way Zed wins.

toby mcteague2 votes

I'm gold 2 and you're plat 4. we seem to be pretty even in skill level. Lets 1v1 in a custom game. I'll play Syndra and you play Zed so I can demonstrate why you're wrong.

Why would a mage spam QWE? That's r%%%%%ed. Plus, they can spam all they want after they get lost chapter anyways, so I don't see your point. But unless you're bronze, sure go ahead and spam your spells.

Zed does not completely regain his energy before his W comes back up. If he's spamming spells, he'll have to wait at least 12-15 seconds to do a WEQ combo again (because it costs 150 energy to do a WEQ combo). If he used his W 22 seconds ago and it comes back up and he doesn't have enough energy to do the combo (because of spamming spells), you go in on zed. 22+ 15 = 37 seconds where Zed cannot combo you, assuming the Zed is an idiot and Spams Q whenever it comes off Cooldown.

You do realize that giving Zed mana will probably weaken his early game a bit, but will make him crazy overpowered late game. He's balanced around doing 1-2 combos in a teamfight before he has to back off and wait again for his energy.

toby mcteague2 votes

Also, if Zed uses his weq to clear a wave thats a mages wet dream right there. If hes using his abilities to clear a wave he cant use it on you.

Śhunpo2 votes

I agree, Zed is an unga bunga champ that is defended cause "he takes a lot of skill ok" much like Riven, Irelia and Azir. He's just extremely unhealthy and a stupid champion overall.

I also agree, assassins should lack waveclear unless they have to walk up into the wave (like pre-rework Katarina with her W). The AOE damage part I partially disagree with. I think that not all assassins should have AOE damage but some should definitely possess it, especially if it's their niche (e.g. Katarina).

Romans VI XXIII1 votes

I disagree with your AoE statement. How is it fair that an Assassin can AoE down entire teams faster than AoE Mages???

An Assassin by default should be a SINGLE TARGET ASSASSIN, Most Assassins that cause issues are the ones with MASS AoE damage as well as being able to 100-0 a target. Pick one or the other, AoE damage, or Single Target Assassination. Not AoE Assassination.

Śhunpo1 votes

Kat definitely should, that's her entire schtick.

ScrubLordinat0r2 votes

No champions Shtick should be aoe assassination. No champions Shtick should be mobility+aoe burst+resets on both mobility and aoe burst. Her SHTICK is being super toxic, but with decent counterplay before she gets fed, once she is fed its all out the window tho.

Romans VI XXIII1 votes

So she should be able to 100-0 an entire team?

Śhunpo1 votes

When and where did I ever say that? If anything I've been trying to argue against that as I want assassins to be more challenging and refined in their niches.

Romans VI XXIII2 votes

Kat definitely should, that's her entire schtick.

In response to my statement that assassins shouldn't be able to AoE down entire teams.

tehdef2 votes

{quoted}

I'd argue that lethality Zed is even more toxic and requires even less skill than BotrK Zed. All you do is purchase a Dirk, get kill your opponent once and then roflstomp.

I also disagree with your stance on armour pen (or flatpen as you're choosing to call it) as lethality is far more unhealthy and just promotes degenerative game states.

Also, I main assassins so I guess I know what I'm talking about [slayer-jinx-catface]

But you don't, because otherwise during worlds Zed would've been 100% ban rate, otherwise he would've roflstomped Worlds. Now see, I'm pretty sure that didn't happen. So I'm going to call "BS" on your statement that you have remotely any idea of what you're talking about.

Spicy Rice5 votes

What skill did botrk zed require? All you did was ult someone, botrk them, land an easy w-e-q and aa them 1 or 2 times for a kill

Śhunpo6 votes

More like 3-4 times if you weren't fed.

Śhunpo18 votes

What skill does lethality Zed require? All you do is ult someone, roll your face on the keyboard, hit at least one source of damage and then watch them die.

Jeanne fan club7 votes

[{quoted}](name=Spicy Rice,realm=NA,application-id=3ErqAdtq,discussion-id=9dG4kEji,comment-id=00040001,timestamp=2019-11-13T14:10:56.458+0000)

What skill did botrk zed require? All you did was ult someone, botrk them, land an easy w-e-q and aa them 1 or 2 times for a kill

I mean, at least he had to ult back then xd

Póppy Chulo6 votes

[{quoted}](name=Spicy Rice,realm=NA,application-id=3ErqAdtq,discussion-id=9dG4kEji,comment-id=00040001,timestamp=2019-11-13T14:10:56.458+0000)

What skill did botrk zed require? All you did was ult someone, botrk them, land an easy w-e-q and aa them 1 or 2 times for a kill

Bork zed actually needed the ult to pop to get the kill. Currently zed RE then auto Q and electrocute finishes you. Bork active is so small compared to duskblade passive.

Bârd3 votes

Bork Zed needed to use his ult to score kills, since his basic rotation wouldn't do all that much damage, what with Electrocute not existing, flat pen being an uncommon stat, and everybody being tankier.

Lethality Zed presses W-E-Q-W-AA-Ignite and kills his target.

Look at this classic play. Ryu gets three basic attacks off on Faker, and Faker still has a quarter of his health left. If this were on live, Faker would be dead after the second attack.

Fella Air23 votes

Good point.

Not only that, but you also used to have to buy wards manually. Honestly people just had less money to put toward damage in general because they were so busy buying greens and pinks, and it was also more common to actually keep buying health potions well into the mid game. (No corrupting pot either, only "Crystalline flask")

On My Kill List18 votes

{quoted}

Good point.

Not only that, but you also used to have to buy wards manually. Honestly people just had less money to put toward damage in general because they were so busy buying greens and pinks, and it was also more common to actually keep buying health potions well into the mid game. (No corrupting pot either, only "Crystalline flask")

this too. i never realized it but health pots and mana pots did serve an important purpose. they artificially delayed damage items but gave people sustain which in a sense increased tankiness. this might be one reason why games back then were longer. that and the gold being wasted on wards. sure the map would occasionally be lit up like a Christmas tree but it was a worthy price to pay.

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