TPA vs M5
12/2/2012 4:29:23 AM
Posted in: News
11/15/2012 11:09:03 PM
Posted in: General Discussions
I've been reading and really enjoying your posts on this site, so I signed up an account for this contest after lurking on Reign of Gaming for awhile. The biggest change I think is that quantitative analyses, which I know you really like to do, are going to be less relevant for finding optimal builds.
Simply put, the focus is going to be less on actual quantifiable things like cost-efficiency (like your mathcraft spreadsheet) and more on utility. For example, it is hard to calculate how useful Shurelya's is in terms of a build, or tenacity in avoiding CC. These things are understated but have a significant impact on the game. The new items are like this -- there is a shift from basic passives like on-hit magic damage procs, which are easily graphed and charted, to things like Leaden Crystal Flask, which are only as cost-effective as however long you hold them since they're a reloadable potion.
Because itemization is now more similar to DOTA, in that they are less cost-efficient as they get more expensive, it will also mean that you are not longer stuck in a specific item tree to build the 'end' item -- meaning there is no huge incentive to rush items like Phage to start the Trinity Force/Mallet path. You can instead get various other early game items that are cost-effective, and then build the cost-ineffective late game item that is more situational.
The nerfs to AS also mean on-hit builds will probably be less viable, making the difference between sustained and burst damage more dramatic.
Can't wait for your article on the changes!
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