There's a problem with Cooldown Reduction in League of legends:
Cooldown reduction is everywhere, and not in a good way. There are 83 end-build items in League of legends (not including elixers / Ichors); Items which are the end of their build path, and can no longer be built into another item. Out of those 83 Items, 30 of them have at least 10% cooldown reduction. That means that 36% of all items in League of Legends have cooldown reduction.
This is a problem due to multiple reasons; 1: The maximum amount of CDR any champion can get is 40% 2: Champions are limited to only 6 items, meaning that in a vacuum case, players will have on average 3-4 items with cooldown reduction attached to them, not including CDR from runes, abilities, buffs or masteries. 3: Items are not the only way to get Cooldown reduction.
Why are these problems? 1: Having a cap on how much cooldown reduction can be had means that once a player obtains the maximum amount of cooldown reduction, any other sources of cooldown reduction a player has will lose their gold efficiency or uniqueness. 2: Once a player reaches 40% CDR, they no longer benefit from any other source of CDR - they become dettered to buying any other items with CDR on them, and abilites / masteries / runes that provide extra CDR lose their value. 3: Because a player can reach well over 20% CDR with runes & masteries at level one, or reach 40% at level 18 solely with runes & masteries.
The main problem I see is that having a hard cap on cooldown reduction eliminates the leftover cooldown reductions value once you reach the max cap. It limits creativity, and is generally un-fun to deal with as a player.
(On a side-note, having 36% of all items have CDR on them frustrates me, because you could easily give those items meaningful or unique abilities to compliment their main uses, instead of just giving them cooldown reduction. It just seems like a bland balance choice)
So, My suggestion would be to replace the hard cap of 40% CDR with a soft-cap 50% CDR - make it so that there's no decay on cooldown reduction before 40%, but after you reach 40%, any leftover CDR is rapidly decayed, but not eliminated, up to 50% CDR. This would make it much better because instead of wasting money on items with CDR when you already have the max amount, the player can decide to get CDR items and not feel like they wasted their gold on a useless stat.
What do you guys think? How do you guys feel about cooldown reduction? Do you guys have any problems with it?
