Does anyone recall the original justification for moving from cooldown to charge based items? I can't seem to find the patch notes.
I remember discussing the matter with Vana at the in-house testing that I attended. The decision was made in an effort to "prevent stomps," in a sense, whereby the more-skilled party would eventually run out of items and be at a disadvantage against opposing players that were constantly dying.
The issue with the current approach (refreshing items only on death) is that it essentially rewards poor play/dying. It's also easy to cheese, as I demonstrated in TPG Season 1 on numerous occasions. The user can simply avoid the enemy for 20-30 seconds and kill themselves, effectively replenishing their items while preventing the other team from scoring a point.
The old developers' justification for the current system is questionable.
Developer's Note: The simplification of the item system allows players to identify exactly what an item does when they see it, without having to worry about how powerful it is. It also allows for a much more balanced player experience. MK-I items sometimes felt useless for having low stats and some MK-III items felt too strong. The transition to normalized stats for items allows us to make all items useful and more balanced. Having different charges makes the slots meaningful and still allows players to make meaningful choices.
The slots are only as meaningful as the items are powerful. The Repair Charge is a prime example of this. Also, the current system favors focusing on two items over a one-one-one split. With two items, you have a total of 4 available (either 3+1 from a MK-III and MK-I, or 2+2 from a MK-II and MK-II). If the items were all cooldown-based, players could mix and match without losing out compared to a more focused approach.
More importantly, it would prevent players from spamming a single item three times in a row. Repair Orbs are strong right now because a given player can place 3 within 14 seconds (this number is reduced to 10 seconds with the "Item Recharger" equipped). If a player uses EMPs properly, they can disable another player for 3-4 seconds, and then 3 seconds later throw another. Given that a single EMP can change the outcome of a team fight, it's just plain silly for a single player to have that much control potential. With a cooldown system, you basically have one shot per encounter. That's much more reasonable, imo.
The old items scaled in strength based on their tier. A simple solution to this problem is to make every item the same strength, regardless of their tier, and simply scale the cooldown time based on the tier. The exact numbers should vary from item to item and would probably require some testing to balance properly.
My opinion on numbers:
Edited by Xacius, 21 January 2016 - 09:31 PM.