Allow cooldown reduction to stack on same items since there is cap in place anyhow?

yes 4 57.14%
no 3 42.86%
Voters: 7. You may not vote on this poll

Remove "Unique" For Cooldown-Reduction Since There is HardCap

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KingsRight

Senior Member

12-06-2009

What is the point of having "Unique" for cooldown reduction on items when there is a hardcap in place anyhow? If they want to stack the same item several times what difference does it really make.. it isn't like they can exceed 40%. So i say let them have it.

it is silly to have caps on caps.


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Voidgolem

Senior Member

12-06-2009

*Proceeds to stack brutalizers and rape the squishy carry*


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I8C SRS FACE

Senior Member

12-06-2009

I can't think of a whole lot of cooldown reduction items worth stacking except possibly brutalizers. You can usually build two cooldown reduction items and reach near enough to the hard-cap.


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MammothWaffle

Adjudicator

12-06-2009

Well, brutalizers were once non-unique and that turned out pretty bad. Cooldown reduction is very powerful, if allowed to be stacked easily it could lead to poor gameplay.


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KingsRight

Senior Member

12-06-2009

Quote:
Originally Posted by MammothWaffle View Post
Well, brutalizers were once non-unique and that turned out pretty bad. Cooldown reduction is very powerful, if allowed to be stacked easily it could lead to poor gameplay.
how could brutalizer be missused. mild dmg and cooldown reduction. it doesn't look fearsome as you make it out to be.


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Lolzumad

Junior Member

12-06-2009

Sorry off topic.. what is the hard cap for -CD%


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JayceJa

Member

12-06-2009

Quote:
Originally Posted by KingsRight View Post
how could brutalizer be missused. mild dmg and cooldown reduction. it doesn't look fearsome as you make it out to be.
they are only mild if you have them in comparison to late game items, which cost a lot more

you can have 3 for less than the cost of an infinity edge, that's 30% cooldown reduction, 45 armor pen and 75 damage, but you get more bonuses as you build them with easy build ups to each

stacking them was too effective in games that finished before you would run out of inventory slots, which with the power of them, was not too hard if your team played the game well