Quote:
|
Originally Posted by Hockster
That's hardly the point.
|
Actually, it is the point. You clearly haven't played at the top of the official ladder, so let me inform you of something quite important.
Advantages matter.
Let's put this into some degree of context. Say two of the top teams on the ladder are playing each other. Not only does this extra 25 Health save you from spikes for that fraction of a second longer, allowing your team to successfully negate it, but it also grants your teams Monks with an extra allowance to heal someone else because you're not as close to 0 as that other person. Then we can look at how it may affect Infuse Health if your Infuser is running it. At a 134% Infuse (14 Healing), your Infuser will heal, assuming they're at full, for 824 Health, rather than 791. Of course, you probably don't think that 33 Health matters, but at the top, it does.
If you can honestly say that this item would be useless in high-end GvG, and back it up with strong facts, then maybe I'd actually accept your viewpoint, but I've been there and played in it. I've played against some of the nastiest spikes in the game, and am speaking from experience when I say that in a lot of situations, this item is incredibly desirable.