[4.12] Essence Reaver
The new Essence Reaver changes came as a shock to me when I saw them. Essence Reaver was, to me, a balanced sustain item that had a decent mid game power spike, despite not having any sustain built into the item. To preface the rest of this post, I'll explain what I think a "sustain item" should be/do. A sustain item should give you some way to keep yourself in the fight, it should be cheap enough to get early, and the sustain it provides should remain relevant later in the game.
Now to dive into the changes.
Because I don't like the change, I immediately ran some numbers on the new Essence Reaver. The 4.11 Essence Reaver was about 114% gold efficient, while the new, 4.12 one is about 110% gold efficient (without passive for both). The gold efficiency in and of itself is lower, thus a nerf, if only slightly. However, this isn't the biggest issue.
The biggest issue is the build path for what the item offers. Essence Reaver is a sustain item, pure and simple, and trying to make it a flat damage item is a bad idea. The biggest issue that it had upon release in 4.10 was that there was no mana component, so you had to wait for the total 2650 before you got any mana sustain. However, the flip side was that farming for a Vamp Scepter and Pickaxe was pretty easy and gave decent power spikes after buying each item. 4.11 brought the total AD up without a price increase, which was nice since that was a big issue as well when comparing it to other possible AD items. Also, if you were conservative with your mana for the first 10 minutes, you could safely farm up an easy Essence Reaver without having to give up combat stats, which is the biggest issue with farming up a Tear. Additionally, mana becomes an issue around 10 minutes for an AD caster due to team fights demanding mana. The 4.11 build path wasn't an issue since an AD caster can still rely on auto attacks for significant damage, and the build gave a healthy amount of flat AD in addition to the lifesteal.
Now, with 4.12, the build path is bad for a sustain item. To start, the idea of a sustain item is that it should be a pay off of sacrificing raw power to gain sustain/the ability to keep fighting. The 4.11 Essence Reaver did this successfully. I would compare the sustain to power ratio of the 4.11 Essence Reaver to that of Athene's Unholy Grail. Both are easy to piece together and give a good sustain + power spike after completion. However, the 4.12 Essence Reaver does not accomplish this. BF Sword is a huge item to farm up for, especially if you are playing in a role where rushing a BF Sword is not the norm (so basically anyone other than ADC). Having to farm up for a BF Sword early is difficult, especially when your lane partner can back, buy significantly cheaper items, and have a greater power spike over you. If you can't get your BF Sword power spike at the same time your lane opponent gets their item power spike, you risk losing lane.
Let's look at a lane match up to illustrate. Jayce vs Shyvana. On 4.11, assuming each person backs with 1000g 3 times (which is fairly typical in top lane matches): Jayce can complete a Vamp Scepter + pots and wards, Pickaxe + pots and wards, Full item + pots and wards. Shyvana can complete Chain Vest + pots and wards, Giant's Belt, Sunfire Cape + pots. This a pretty even power curve, with both parties able to respond in kind to the power spike of their lane opponent. On 4.12, assuming each person backs with 1000g 3 times: Jayce can complete Vamp Scepter + pots and wards, nothing (maybe pick up some pots or even boots, so long as he still returns to lane with at least 550g unspent), BF Sword. Shyvana can pick up the same items as before. Shyvana now has a lead over Jayce simply due to the item build. At points 2 and 3, Shyvana will be up a full item on Jayce. If a 4th back happens with an even 1000g between the two, Jayce will finally get his Essence Reaver (it's actually 1050 combine, but we'll let that slip), while Shyvana has many more options. She can begin work on her boots, picking up either a full Ninja Tabi or boots + pots and wards, or she can pick up another item, possibly a Negatron Cloak + pots and wards, another Chain Vest + pots and wards, a full Warden's Mail, or even another Giant's Belt.
As one can see, going Essence Reaver is a really bad idea on 4.12 for standard AD Casters, like Jayce, not because of the stats, but because of the build path.
As for ADC building Essence Reaver, the goal of an ADC is to auto attack first and foremost. If an ADC isn't auto attacking, they aren't doing their job. Essence Reaver is thus completely useless to an ADC since it doesn't fit with the ADC play style. Ezreal and Corki are two ADC that could use Essence Reaver since they both rely heavily on weaving spells between auto attacks. It might still be a viable option on them, but I doubt it will gain much traction. Additionally, the current IE rush meta beats out Essence Reaver in terms of pure damage. Essence Reaver doesn't provide nearly enough lifesteal to be effective against trading with an IE ADC. Additionally, BotRK provides more damage sooner to the ADC who rush BotRK first, as well as having an easier build path with smaller/cheaper components. On top of all this, simply picking up a Trinity Force is enough to solve many ADC mana issues, thus making the mana sustain provided by Essence Reaver completely unnecessary.
I think that covers all the issues with the 4.12 Essence Reaver. If they make another change (likely 4.13), I'll probably write about it.
TL;DR: Essence Reaver is a bad sustain item now because it doesn't give access to mana early in the build path, the pieces are too expensive when competing against other lane itemizations (not ADC), and the overall price is too expensive for an early sustain item.
NB: I posted this originally to Reddit, but reformatted/added some stuff for this post.










