Cost efficiency of items
I have been looking at the items and noticed some of them standing out way too hard from the rest as far as gold efficiency goes.
I tried to include only items without the more fancy passives/actives as with those efficiency is more complicated. For example
is 100% cost efficient with one death avoidance, but can win a teamfight by itself.
These items are insanely cost efficient:
,
,
,
,
,
(pretty much all support items but they usually have fancy actives),
:
https://imgur.com/a/8suB3F5
Note that
is built usually when
is stacked,
fully 10 minutes after it is finished.
Compared to some others:
,
,
,
,
,
,
:
https://imgur.com/a/mBwu7jx
Looking at this seems obviously unbalanced, but looking at the champions who use them you get a bigger picture:
is used mainly by
:
and
were nerfed lately still causing issues,
is realised by a lot (especially at high elo) as a problem, they also build
and
.
is used mainly by
:
received several nerfs at the end of last season,
was nerfed just now,
has also a giant winrate,
is an exception.
is used mainly by
:
is just getting nerfed,
was dominating all last season and if
ever became better than normal a lot of the playerbase would leave so they are careful about that one.
is used mainly by
:
needs no introduction, she is getting nerfed next patch,
is one of the highest winrate with one of the highest pickrate.
The correlation between these items having over powered cost efficienty and their users being over powered is undeniable. So why aren't we nerfing the items if all of their users cause issues, rather than nerfing all their users one by one.
that enjoy 2/3 of those stats
of all champions (source: my brother is a D1 Orianna main)