The Youmuu's Ghostblade, while it got a small buff and some changes to the active effect, has remained very underused. While I recommend using it in my guide for Master Yi, the guide isn't very serious to begin with (a melee carry that attempts to build maximum crit and attack speed is just for laughs, honestly). This item has bothered me for a really long time but I also felt that buffing the item too much could potentially make it really broken. But its usage isn't increasing and there's no sign of the item changing, so this article will attempt to find out what's wrong with the item and resolve the issue(s).
The Problem(s)
First, let us look at the gold efficiency of Youmuu's Ghostblade by finding how much the stats are worth:
AD: 1094.4This is less efficient than Trinity Force, as shown in my previous analysis (and Trinity Force has become more efficient since the article was written). This is even more so for ranged due to the reduced duration on the active. Something worth noting is that the efficiency effectively increases if the champion is not making use of the item (i.e. has downtime due to death or has nothing to attack), the active is put to maximum use, and Artificer is taken as a Mastery.
Crit Chance: 740.1
Cooldown Reduction: 322
Armor Pen: 850 (Brutalizer used as reference - probably more valuable than this)
Movement Speed: 233.3 (melee), 155.6 (ranged) (This is assuming active is used as much as possible, this value for movespeed was used.)
Attack Speed: 173.3 (melee), 115.6 (ranged) (Again, this is assuming the active is used as much as possible.)
Total: 3413.1 (melee), 3277.7 (ranged)
Efficiency: ~126.41% (melee), ~121.40% (ranged)
Just by looking at the efficiency, some of the issues come to light. Firstly, the efficiency is rather low (and somewhat variant). Secondly, the item is clearly inferior for ranged (probably intended to keep it from being overpowered, especially when coupled with other steroid effects).
Another small issue with the item is it has every offensive stat for physical damage dealers possible. This means a champion has to benefit from all the stats to make best use of the item (they're less likely to benefit from either crit chance or attack speed).
The Solution(s)
Solving this issue is bit difficult, but I've come up with a few:
- Increase the base stats of the item by a small amount.
Increasing the base stats of the item, particularly the Attack Damage (from 35 to 40, for instance) will make the item more efficient, especially without the active effect.
For instance, the Armor Penetration could be lowered to 10 (like on Brutalizer), an extra Long Sword could be added to the build order (wouldn't change cost, but it would make more sense if the item's attack damage is going to be increased, since having the attack damage jump from 25 to a number like 40+ seems illogical), and the attack damage on Youmuu's Ghostblade could be increased to anywhere between 40 and 50.
- Reduce the Armor Penetration of the item and increase the other base stats by a larger amount than in the previous suggestion.
- The Armor Penetration could even be removed and the build options for the item could be changed to exclude Brutalizer in favor of something else.
For instance, the Armor Penetration could be lowered to 10 (like on Brutalizer), an extra Long Sword could be added to the build order (wouldn't change cost, but it would make more sense if the item's attack damage is going to be increased, since having the attack damage jump from 25 to a number like 40+ seems illogical), and the attack damage on Youmuu's Ghostblade could be increased to anywhere between 40 and 50.
- Increase the duration of the active for ranged or normalize the active in general.
- Change the active in some sort of way (buff/nerf/other).
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