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@Six Sonatas
BT can compare to other items while fully stacked, it CAN'T when it isn't. That makes BT under powered.
BT can compare to other items while fully stacked, it CAN'T when it isn't. That makes BT under powered.
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Searz wrote:
@Six Sonatas
BT can compare to other items while fully stacked, it CAN'T when it isn't. That makes BT under powered.
There, you answered your own question. High ELO players won't lose BT stacks, that makes BT balanced. It's just UP when observing UP matches, in which case, don't get it unless your team hasn't fed and you know your positioning.
BT is ok if you don't die. That's kinda ****.. If high elo ppl never die they never lose either. The logic escapes me O_o
Edit: just felt like saying something witty, sorry if someone didn't like this.
Edit: just felt like saying something witty, sorry if someone didn't like this.
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"Oh forget it, I have nothing to hid, I admit it, 12 hours of every single day of my life ever since I was eleven years old have been anal sex with canoes" - MrCuddowls
"Oh forget it, I have nothing to hid, I admit it, 12 hours of every single day of my life ever since I was eleven years old have been anal sex with canoes" - MrCuddowls
hmm i dont rly think BT is underpowered^^ cus any improvements on BT would just make it op on champs like sivir and ezreal^^
greez sam
greez sam
Searz wrote:
BT is ok if you don't die. That's kinda ****.. If high elo ppl never die they never lose either. The logic escapes me O_o
have you EVER watched a high elo match? ive seen games end with the scores of both teams at less than 10 deaths. people rarely die. because they know when they have the advantage and when they need to gtfo. kills doesnt net you a win. pushing towers does. you can avoid teamfights the entire game and win because you push where the other team isnt.
Quoted:
ive seen games end with the scores of both teams at less than 10 deaths. people rarely die. because they know when they have the advantage and when they need to gtfo. kills doesnt net you a win. pushing towers does. you can avoid teamfights the entire game and win because you push where the other team isnt.
Yes, 10-20 deaths per team seems to be the most average deaths in pro matches, but the fact that you have to risk even more than usual because you got a certain item with no real benefits over other items just make it bad.. Stacking items are ok because they give a high reward for the relatively high risk. BT gives no reward for a relatively small risk. That's not worth it.

Searz wrote:
Yes, 10-20 deaths per team seems to be the most average deaths in pro matches, but the fact that you have to risk even more than usual because you got a certain item with no real benefits over other items just make it bad.. Stacking items are ok because they give a high reward for the relatively high risk. BT gives no reward for a relatively small risk. That's not worth it.
Last I checked 60 base AD is 15 off from the highest base AD (IE) and a total of 100 AD is a great reward for a relatively small risk. I told you Searz, if high ELO used it and deemed it OP, it'd be removed like Innervating Locket; yet, if high ELO NEVER used it and deemed it UP/worthless, it'd be removed like Sage's Ring. It's a balanced item, but I guess you are asking for praise from MOBAFire... Sure it's not a "get this item every game" like IE, but it falls into the same category BC falls in - some ranged carries get it some games, and in other games ignore it completely.
I compare the fully stacked stats of BT.
Hm, 110 AD for 1369 gold or (assuming 130 base AD) 75 AD + 102.5 AD (20% of 2.5 x 205 AD) = 177.5 AD for 4080 gold? You would have to total at least 328 AD (assuming 20% crit) to equal the efficiency of a fully stacked SotO. However, comparing single items makes SotO look a lot more efficient, right?
Bloodthirster, while it doesn't offer its "max" AD/LS boost all the time, is still a great item. This is the reason. High ELO games average a total of about 10 deaths per team by the time the Nexus is destroyed. Now, that means each player dies an average of about 2 deaths, and the carries are USUALLY impossible to kill late game due to positioning tactics. So, Bloodthirster KEEPS its stacks, while it can't even lose any due to the lack of the item early game.
So yes, low ELO matches where deaths can accumulate anywhere from 20-60 deaths per team and each team gets SUPER fed, the carry may have some trouble actually "carrying", but in high ELO matches, the carry is protected and can dish out damage like no other, and Bloodthirster offers a good amount of damage if the carry plays smart.
It is the worst one available right now. It NEEDS some buff to be as viable as other items. Maybe not a buff as big as the ones I've stated, but it needs to at least keep it's stacks on death to be worth considering. That I can say for sure. I do not on the other hand know for sure if it needs to be buffed as far as my suggestions say. I'm gonna investigate that with the next couple of graphs.
Keeping stacks upon death is catering to low ELO play, which Riot generally doesn't care -too- much about. Their buffs and nerfs are mostly based on how high ELO matches turn out and what builds/hero strategies tend to work and which don't. I'm sure that if NO ONE in high ELO used Bloodthirster, they would just remove the item from the game as a whole (see Sage's Ring). Yet, if EVERYONE used it and was OP, it would also be removed (see Innervating Locket).