Evaluation on the efficiency of the updated armor items

The Ecdysiast·6/15/2017, 9:49:37 AM·1 votes·319 views

Not too long ago, both Sunfire Cape and Dead Man's Plate had their costs increased to 2900g. Which, at the time, was reasonable due to their offensive strengths.

The update nerfed the offense of both items, which makes a return to the old prices all too reasonable.

In addition to that, the conversion of health to armor ignores the fact that Black Cleaver is now just as defensive as either of those items, with the added benefit of a whopping 20% CDR, in-combat movement speed, and a passive specifically suited to reducing that +10 armor increase to nothing.

If we take into account the gold efficiency of the base stats-- ignoring the fact that Cleaver's passive further decreases the gold efficiency of those items-- Cleaver is 100% gold efficient to Sunfire and Dead's 80%. And the difference in gold cost is actually more than the gold cost of 20% CDR.

There are three possible solutions that I can see:

  1. Revert the defense values of these items.
  2. Revert the passive effects of these items.
  3. Leave the stats what they are currently, but give both items 20% CDR to almost exactly compensate for the gold inefficiency.

And here's why I believe option #3 to be the best course of action:

If the recent Support item changes are anything to go by, it seems Riot is in favor of making CDR available for everyone on their first item without having to sacrifice their role or a large amount of gold. And why shouldn't they be? Every other class in the game has the option to rush CDR first item with an option to synergize with their kit: (base stat gold efficiency shown, of course, all passives will increase these) item 3071 item 3078 Fighters have either The Black Cleaver (100%) or Trinity Force (97%). item 3165 Mages have Morellonomicon (112%). item 3142 Assassins (and some fighters) have Youmuu's Ghostblade (93%). item 3115 The small niche of AP on-hit champions have Nashor's Tooth (~125%). item 3401 item 3303 item 3069 All three support items now grant 10% CDR, and the intended secondary items as well. Though I won't include their gold efficiency, as they're income items and supports don't receive the gold of farming. Jungle items are also all nearly 100% gold efficient, with the exception Tracker's Knife-- though wards are invaluable.


And then there're the tanks. item 3065 item 3001 Sure, against magic opponents both Visage (104%) and Mask (90%) grant 10% CDR. But that doesn't help when the opponent deals physical damage, as the majority of top laners do.

So against a physical damage dealer, the only options that grant CDR are Iceborn Gauntlet (93%), Frozen Heart (107%), and Warmog's Armor (105%). Which seem like decent enough options. However, item 3025, when compared to Sunfire or Dead Man's, trades 425 HP for only 46 Effective HP vs physical damage only. (calculated using the average level 6 HP of all top lane tanks) And while the added damage may be effective, the tradeoff in defensive stats is higher even if you proc the spellblade between each ability. item 3110 Likewise, Frozen Heart trades the same 425 for only 82 physical-only effective HP. And provides no damage to compensate. item 3083 Grants a whopping 375 HP more than either other option, and may very well be able to become the go-to first item, though it leaves you more susceptible to %HP types of damage with no mitigation for either damage type and like Heart has no damage. But it is over 100% efficient even without its passive.

item 3068 item 3742 Which leads us to the dreadful state of both Sunfire Cape and Dead Man's Plate. Their gold efficiency is inadequate compared to every other first buy item in the game, and it's due to the lack of CDR.

Both items should be given 20% CDR -- or 10% if it's desired that they still be weaker than their counterparts despite the recent nerfs.

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