Hyperefficient, scaling items

Jaygo41··1 votes·433 views

Does anyone realize the paradox in this design? Paying a certain amount of gold for an item that BUILDS in strength? I am of course referring to devourer, but cinderhulk has its niche and its scaling has been brought down to a reasonable point, but you're only paying BASICALLY 1850 gold for an item that adds value to your blade of the ruined king or your nashor's tooth or anything with an on hit effect. It's just far too efficient.

8 Comments

Critmaster Garen4 votes

i dont think op knows what a paradox is.

redniwediS2 votes

I've actually been running across a surprising number of people who use paradox in place of contradiction. I mean neither are particularly common words in every day life, but they are not even close to one another in definition...

Critmaster Garen1 votes

{quoted}

I've actually been running across a surprising number of people who use paradox in place of contradiction. I mean neither are particularly common words in every day life, but they are not even close to one another in definition...

but this isnt even a contradiction. a cost effective item on purchase that becomes more cost effective isnt even contradicting itself.

a contradiction would be an item like flesh eater. the ideal scenario is, that you deal a lot of low damaging auto attacks, so you can get more stacks on the item. but getting more stacks means you get more ad, which means you need less auto attacks to kill minions and your ability to stack will slow down.

redniwediS1 votes

It's not an actual contradiction, no, but a perceived one. Basically the OP is of the opinion that items are not supposed to get stronger as the game progresses, and so an item that actually does this contradicts the way things are supposed to work.

He is wrong of course, but this is how I read his post.

Critmaster Garen1 votes

{quoted}

It's not an actual contradiction, no, but a perceived one. Basically the OP is of the opinion that items are not supposed to get stronger as the game progresses, and so an item that actually does this contradicts the way things are supposed to work.

He is wrong of course, but this is how I read his post.

intersting that he doesnt mention rod of ages and the tear items then. not to mention, any item that provides multiplicative stats to ad and ap technically scales up.

a deathcap is more powerful with cdr and magic pen. ad are more powerful with attack speed and crit etc.

Rufus Crabmiser2 votes

how can it be a paradox when it exists m8

redniwediS1 votes

This is technically an issue with ADC itemization as well, as the stats of attack speed, attack damage, and critical strike/damage all scale with one another. And you can't really forget to mention Rod of Ages if you're talking about items who's strength scales with time.

But a paradox? I don't really see a paradox here. Could you clarify a bit more on how this type of design is a paradox?

Marthian2 votes

Itemization in generally has this effect, some items just scale better than others.

It also applies to tanks (Warmog's %HP becomes better with more HP), mages (Rabadon is better with more AP, Liandry+Rylai syncs up pretty well, Cooldown, mana, and AP all tend to boost each other better allowing for more spells quicker, faster, stronger), and even supports (Ardent Censor makes your shields/heals better and helps scale your AP a bit.)

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