Overpowered: Perception vs. Reality
Since the beginning of Season 3, we've seen a number of trends of rushing certain overpowered items. The key culprits in these 'Rush the OP' trends have included The Black Cleaver, Warmog's Armor, and Blade of the Ruined King, and now (potentially) Randuin's Omen. These fads while sometimes justifiable also highlight a disturbing trend. Community perception of 'too much power' is often misguided in that we claim something is OP and then loudly complain about it without finding the logical counter to that problem.
While statistical data is important when balancing (especially for PBE), it isn't used as the sole decision maker in balancing decisions. Riot has confirmed to us that game balance is partially decided by player perception of power rather than the champions/item's true power. With that statement, we also have an implication: has anything ever been buffed or nerfed when it shouldn't have been?
My answer is yes. We've seen champions who by repute were nerfed too much (Irelia, Janna, Evelynn) while others were buffed to overpower just because they weren't common picks (Kayle, Gangplank). I would even argue that the recent HP5 nerf to Warmog's was a tiny bit over the top, let alone the recent BotRK reworks that have been causing so much trouble.
As a community, we shouldn't completely buy into hype. Even if something is statistically overpowered (think last week's post on the fallacies of item efficiency). Instead of complaining that something is too strong, we need to find the logical counter to our problems. The metagame is driven by finding what is overpowered, and finding the counter to it. At the beginning of the season, we had Black Cleavers, whose natural counter was stacking health (Warmog's), who in turn was beaten by health shredding (Blade of the Ruined King and then itemizing against on-hit effects (Randuin's Omen). To get better at the game, you as a person need to find a counter that will naturally beat what is strong at the current moment. It's tough to do this, but it's always possible given the number of champions and itemization choices that we have in the game.
What is underrated?
Below, I've listed a few items that I feel are statistically underrated and could break out into popularity at any time. Underrated not because their stats aren't useful, but underrated because they've benefited from indirect nerfs or as niche items. When I define underrated, I don't mean overpowered. I mean that these items have very high potential to be abused in the future as something that as OP, and I expect that Riot will balance these items in the coming months as they become popular.
- Nashor's Tooth: It's always been statistically overpowered, but the stats that it gives have never been relevant. That being said, the most recent buff to the item (removal of MP5) has made it a legitimate rush item for many AS-based AP carries, such as Kayle or AP Tryndamere.
- Athene's Unholy Grail: Athene's has been a staple rush item for many supporty AP carries since around the middle of Season Two, but the popularity of the item has dropped heavily with only an item nerf. Athene's is gold efficient even without taking its unique passives into account, and it's only become stronger with the Season Three patch. It's still strong on casters like Orianna and Lux, and I see no reason why it shouldn't be bought right now.
- Iceborn Gauntlet: With its role right now and the role that Riot has been trying to push Gauntlet into (check PBE notes), bruisers with Gauntlet may soon be very difficult to deal with; think bruisers and tanks like Hecarim, Malphite, and Shen permanently slowing your carries down.
- Trinity Force: If you've been paying attention, triforce has been getting cheaper and better with every patch. Sooner or later, we're going to be hit a breaking point where triforce is going to be too strong. It's already very gold efficient before the phage/sheen procs, and while it's tough to abuse this item, you should definitely consider it in your bruiser builds.
- Seeker's Armguard: This item is basically the new Warden's Mail. It's an intermediate armor item that is both cost efficient, and it gives strong enough stats to just hold in your inventory for 90% of the game without upgrading. It's good on AP carries and it's even pretty strong on non-carries; supports and some bruisers can take advantage of Armguard easily without sacrificing a late-game build.
Keep in mind that if you look at statistical data to make decisions on what is overpowered, such as win rate when champions/items are picked, you might be deceived. Some items have high win rates because they are only bought at a certain point at the game; you're unlikely to buy a Mejai's Soulstealer when you're not winning a game. Conversely, one of the top banned champions, Shen, doesn't even win that much because can often be soft-countered in the champion select screen. This is one of the best examples of community perception of 'overpowered' vs. the reality in-game: if Shen is always banned, then why is his win rate under 50%. It's not because he's too strong, but rather because he is thought to be too strong.
If you think about it, the metagame is now evolving at an alarmingly slow rate of growth. You could even say that it's stagnant right now. Many players are still stuck in Season Two mentality, and not everything that worked last year still works right now. Similarly, there are opportunities for previously unheralded champions to make an appearance, and it's only a matter of time before something unconventional comes up. It's up to you the player to beat the metagame to the punch and find something that is strong instead of waiting for someone else to figure it out.
Final Thoughts
Ultimately, it down to YOU as a person to decide what is strong in the game. Look at what the community thinks is overpowered but don't base all of your decisions on what we say. You have to experiment for yourself and figure out what is strong. Being a sheep and buying into 'overpowered' hype is not the way to play the game, and you'll always fall behind if you're not an innovator. With balance decisions often circling around community opinion, it's more important than ever to make sure you're an innovator. If you can poke a hole in a certain champion or strategy, do so and win games before everyone else catches on.
Even when you look at Reign of Gaming blogs, not everybody is perfect. Hashinshin, a top laner, will always tell you that bruisers are underpowered. Stonewall will always rant about the jungle. Redmercy will tell you that AP carries are the way to go. And the theorycrafters will always try to tell you something is OP. Take what we read with a grain of salt, but decide things for yourself.
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Posted 3/8/2013 9:22:08 PMI was gonna whine about the part where you call the removal of MP/5 from Nashor's a "buff", but the amount of truth in the "Final thoughts" is too overwhelming. So many players need to read this thing.
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Posted 3/7/2013 6:59:45 PMYer I love experimenting with stuff and reinventing builds/champions. Here's a list off the top of my head.
Crucible is underrated (so many people don't seem to realise the active is self-target'able..) and I have no clue why... Hard counter to any CC burst champs. Blitzcrank jungle is underrated (but perma-banned anyway). Sion top/jungle is underrated, his enrage is broken right now!
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Posted 3/7/2013 4:38:45 PMYou'd seriously list Irelia alongside Janna and Evelynn in the "overnerfed" category? She's almost always tourney viable, even after she's received how many consecutive nerfs?
However, you have my thanks for scrutinizing lolking stats. Too often people use winrate in a vacuum to determine champ strength. Orianna and Olaf were sub-50% but tourney favorites - were they underpowered? Janna and Teemo had winrates above 50% recently, but never saw tourney play - were they overpowered? The answer in both cases is "no", despite what taking lolking as gospel would suggest. I think the whole winrate argument is crap, but at the very least you have to consider the difference between a champ's strength in a coordinated 5v5 environment vs that of solo queue.
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Posted 3/7/2013 5:30:50 PMThe answer is: they were both underpowered, gimmicky champions that could work extremely well with certain team composition in a highly coordinated environment but failed miserably in solo queue.
Another example of such a champion is Gragas who has horrendous win/loss but could in theory work very well in poke comps.
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Posted 3/7/2013 7:33:00 PMMaybe that's an OK explanation for Olaf (failing to see the "gimmick" about targeted true damage nukes and CC immunity, however), but Orianna? Please. She has a stellar kit with or without coordination, decent laning, and good scaling. Her downfall? Skill floor. If you'd ask me, that's the obvious reason Ori's winrate was never above 50%. Past that, though, winrate isn't a great indicator of balance. Beyond the issue of team coordination that you've already brought up, there's the question of what's in play. Say (in a completely hypothetical scenario) that Katarina is re-released in an OP state and gets played in every single game. If mid laners grow used to seeing Kat and start playing champions who lane well against her, are you still going to be surprised if her winrate dips below 50%, when she's always laning against counters? I'm not saying this was the case with Ori, but it's another example of how winrate doesn't exist in a vacuum.
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Posted 3/8/2013 7:14:52 AMYou have to realize that tourny play is a lot different compared to solo que...
One of Olaf's greatest strengths was that he could handle a 2v1 really really well. You toss him a blue buff level 1 and he can toss axes at mobs all day and sustain him self with the free lifesteal and attack speed. Then you tossed two most cost effective items in the game (at the time) the warmogs and locket on him and he's suddenly way ahead of his rival.
But in solo que, his 2v1 potential is not a factor...
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Posted 3/7/2013 4:11:23 PMI used to go out and find counterpicks to all the fotm champions and post them in champion feedback, and it was pretty effective sometimes the counter would be some obscure champion like Swain who completely hard countered and sometimes it would be a hard counter who didn't even need to lane against that champion like Nautilus vs Ahri, but I have stopped doing that.
It's gotten impossible to do, because flavor of the month has become flavor of the week. By the time I saw an ap Tryndamere in a game it was my friend playing him the night before the patch came out nerfing it. He completely dominated with him, but there was no reason to figure out a counter, because it was gone the next morning.
I am not complaing that Riot balances the game too quickly and I certainly did not like Ap tryndamere, but I wonder if they are balancing quickly because they are still dealing with all the unintended effects of the season 3 patch to champions and items or is this just gonna be the norm from now on.
Things do get nerfed before people bother to find counters which is kind of unfortunate from the standpoint of people who like to counterpick and find ways around strong picks. My friend was going on about how overpowered Garen was in champion select after the enemy team first picked him and I said "just use Gangplank he hard counters Garen". "Gangplank can't beat Garen." "just use him and if we lose it'll be my fault." Fed Atmog's Trinity force Gangplank carries our team.
I had lost hard to a Gangplank before the Garen rework, and I looked up the statistics of Garen vs Gangplank to make sure it was just player skill and low and behold Gangplank hard counters Garen.
That is a good moment for a theory crafter to have researched and experimented with something and then to be able to roll that into a win for your team and I think moments like that have been lacking when everyone knows they just need to wait a week for Garen to get nerfed.
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Posted 3/8/2013 9:26:32 PMThey're probably just dealing with unintended S3 effects. Those tend to be about bruisers/free stats.
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Posted 3/9/2013 12:19:08 AMYeah Riot has said bruisers are the strongest class in the game and that they are going to try and bring them into line with the other classes.
Obviously it takes a lot of patches and a lot of nerfs to weaken an entire class.
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Posted 3/7/2013 3:52:10 PMThat's the reasons why I use lolking stats to determine if a champ is OP or not. Irelia feels OP, but stats PROVE otherwise. On the contrary, I cant even understand the Prolaf nerfs because his win rate was under 50% before anyways. Now he is at like 40-42%...
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Posted 3/7/2013 2:56:07 PMI LOVE the frozen gauntlet item, I only wish there was an equivalent item for manaless champions.
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Posted 3/7/2013 2:07:45 PM"Take what we read with a grain of salt, but decide things for yourself."
Thank you. This I think is something everyone needs to see more often.
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Posted 3/7/2013 1:19:09 PMhow is removing a stat from Nashor's a buff?
Why do you say "only" like it wasn't a huge nerf? I still use it because I don't like the bell thing most of the time and I love having infinite mana on certain champs so to me this item is still relevant simply because I still want chalice and I might as well upgrade it at some point.
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Posted 3/7/2013 3:12:30 PMThey removed the mana regen stat, but they reduced the cost as well to compensate. Essentially, it makes Nashor's a better option for a larger pool of champions than it was before. For example, the mana regen was wasted on AP Trynd, but now that it's cheaper and the irrelevant stat was removed, it's a much stronger pick on him.
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Posted 3/9/2013 12:12:09 PM