[{quoted}](name=A Shadow,realm=NA,application-id=3ErqAdtq,discussion-id=QYbcsz6I,comment-id=,timestamp=2017-03-20T21:06:08.060+0000)
A common factor to when people perceive a champion to be over powered is win rate. By and large when a champion is nerfed, it's win rate tends to dip and visa versa when buffed. We can all agree on this.
But I'd like to propose that win rate should not be the primary factor when considering whether a champion is over powered to an unhealthy extent.
In patch 7.2 a certain champ had a win-rate of 40.6% which was really below average, bottom tier. That champ was picked 7.9% which is more than average. This same champion had a ban rate of 47.8%.
Guess who! <-- a link to a champions.pickban.com page
Yup.., The swordsman whom many of us would agree is by no means remotely under powered had a 40.6% win rate (one of the lowest win rates) and a ban rate of 47.8% (one of the highest ban rates). Think about that a minute.
Here's what win rates really inform. Win rate reflects how well PLAYERS of that champion exploit that champion. That's it. How overbearing is the exploit, how practiced is the exploit and how accessible is the exploit go into win rate.
What of ban rates? Ban rates are suggestive of how difficult players feel that CHAMPION is to counter play vs.
Might not be the case for win rates but for every case a champion's ban rate was notably higher than average, that champion had a kit and itemisation that were considered widely unhealthy for the game. Whether it may be a key skillset with negligible counter play or over powered damage/ damage mitigation values.., a champion banned more often than usual is brute force testingly considered as being some degree of unhealthy to the enjoyment of a match.
TL;DR
Win rates are ok indicators of when something is over powered but Ban rates do a better job at highlighting what is unanimously considered unhealthy.
Its really a mixed package that involves alot of lazy B.S.ing, people could easily have a champion have a low win rate because people spam the champion because 'omg diz champ so opz! Must Playz and Be a Supa Pro Elit3zest!', logic ends up kicking in on them and it just results in that champions win rate dropping because so many mooks end up blurring the proper 'overpowered lines'.
If Riot can't take the proper time to address champions who have been constant pub stomping nuances for several seasons, then its clear they are barely giving much of a care on breaking up lethality ADC builds either, because they gave black cleaver health and only scratched its AD, when really it needs to be properly evicted as a specific situation type of item and not become a go to grab for the majority of top lane, basically half the assassins/divers between
an so on and all the scummy adcs known as
and
who still feel completely unphased from the lethality drop on
, the scrape on lethality on masteries and even the lost of AD on
, they still exploit the hell out of not only the lethality that is still present but the move speed active on Ghostblade (Lucian R abuse be retared an all that), alongside the shred to easily get away with 6~20 armor shred on even squishie un'armored targets' after ripping off a good sum of the armor with lethality (if lethality is applied first, which would likely be more broken if it was applied after % shred i guess).
Only effective way i can see them shutting black cleaver off of Asssassins and Marksman is to make it a melee only item to start with an scrap a good deal of the raw stats since 20% CDR, the 'move speed on-hit effect' and the 5% armor shred per hit up to 6 times is just too impactful in this snowball meta.
[slayer-jinx-unamused]