Dear item balance team, ER is not fixed, here's why
Whoever was responsible for balancing
completely screwed up. 20 more damage for 750 more gold isn't going to help it. Its lack of AD wasn't the issue. Here's the problem ER had in the simplest of terms:
- mana issues happen early on generally (extended poking during later teamfights aside)
- ER's build path has no mana component WHEN YOU NEED IT THE MOST.
- It now takes longer in order to afford ER and get the mana you need from it.
So instead of fixing the problem, you've actually compounded it by a few kills/assists/minion waves. The most amount of gold at one time you needed for any component before was about 1000. You now need 1500 saved for one component. That's a big timing issue. That means the different between backing and picking up a component, and backing with nothing to show for it because you only had 1200 when you needed to base.
TBH I don't think you helped the item in real terms. If I save a little more, I could go IE for more damage. Or for about as much as an ER I could get a BT for more sustain and survivability. Instead of being a cheaper item that helped you with everything, it's now in direct competition with the best AD damage items. While the extra damage does help it, it also hurts it in terms of now its being directly compared to a different class of items. While it was being compared to a BT before, at it's old cost that was because people were comparing apples to oranges.
Let's also look about the boost of damage in realistic terms. Let's say after your armor pen, that target you are attacking has 100 armor. That means I'm paying 800 more gold (in addition to the 2-4 extra minutes I had to farm) for 10 more damage on hit, with an extra 1 heal and .4 mana per hit. By itself, this change doesn't seem to have helped the item out any in terms of what it does or how much help it gives you.