Well, one thing I haven't seen to be discussed is the real issue that ShieldBreaker ignores Helm of the Black Legion blocks.
That to begin with is superb, since Heroes like kraken, zephyr or ra will have this at about 15 minutes or less. The damage carries have at that minute can barely surpass 120 which means that with a shieldbreaker the damage will remain unchanged from block and of course it will rarely be mitigated at that point by armor since it is early/mid game.
Taking into account that an average game does not go over 40 minutes mark means a lot. That means that heroes that carry Helm of the Black Legion, didn't need to sell them yet, supports heroes have averagely 10 armor and vestments or shaman's are still in equipments by most heroes. That makes ShieldBreaker ultimately efficient untill that point.
Harkon's Blade is good where it is.
It's very powerfull attack modifier not only for INT heroes. You should never try to compare items like shieldbreaker and harkon's - there is no point. Shieldbreaker is cheap item, you can rush it, it gives you solid damage boost (talking about pure numbers, not debuff) and also aplies nice debuff.
Now Harkons... I will put this that way - when you got your survivality items (prolly SH or Nullstone) and some damage items (Geo's, Savage, Wingbow) you can start thinking about harkons.... If enemy team got much armor or have some nasty buffs like Plagues, KotFs I would go for it. I would go for Harkon's if I'm INT carry for sure.
This item is SO strong if you already got some items. Shrunken head or Shaman's Headress DON'T counter this item. If enemy pops his SH ppl usually don't focus him, because they can't land stun or any other CC skill on him. So attack other ppl with imba magic autoattacks. About headress. It's very more likely that ppl in you game have more physical armor than magical.
Harkon's is not picked competetively because I guess it's no need. Game are not so long and as I mentioned before, you need get other items before it. I wouldn't change this item at all. It is still picked in pub MM's so... it's cool :P
People should go to midwars to understand whats the true potential and difference of
Riftshard vs savage mace
Harkons vs Shieldbreaker
Till now Im laughing whenever i play midwars and 2 hit enemies with my harkonsblade nomad while they need to attack me at least 8 times with their shieldbreaker builds to get a kill even tho we got same dmg and hp numbers ^^
If you have the same damage with Harkons than the other person does with Shield Breaker, you obviously are ahead in farm... Harkons grant nomad +15 damage, shield breaker grants +70 damage... That right here is a 55 damage difference.
Not to mention the build up is much more easier on shield breaker. Also, you get a real significant bonus with only 2600 gold invested in the item. More over, you do not have to worry about draining your mana and shield breaker benefits everyone's auto attack while harkons benefit everyone's spells...
Overall, the item isn't bad, there simply is better options out there than harkons blade.
If we're going to mention midwars, I can't honestly see how you're 2 hitting people with harkons while they take 8 with a SB with equal HP and damage. Unless you have some imba armor and they don't even have vestaments, and you're both doing like 300, that isn't possible.
I personally rush shroud and sb on nomad for midwars and its a 2-3-4 hit on anyone up until they get over 1k hp and 10+armor. nomad has an amazing burst with shroud + sb combo. easily good enough until mid-late game, honestly.
a) waste money to get useless couz of low dmg increase/lack of ability to sustain mana consumption
b) are a idiot
Comparing build up of late game harkons to a early game shieldbreaker is meaningless as well, since buying harkons in late game (where it gets effective) is same easy or even easier than buying sb in early game.
Another story is that with only shroud and boots 20 lvl nomad got around 200 dmg and at this stage of the game i would prefer +15 dmg and hit enemies on 0-5 ma (0-25% dr) rather than +70 dmg and hit enemies on 20 physical armor (prob around 60% dr)
300+125 (shroud) dmg x2 from passive + 500 dmg (300 autoattack dmg + 200 dmg from charge) = 1350 dmg its enough to take down most of heroes since usually they focus on dmg items only
at the same time agility carry at higher lvls usually end up having around 20 armor which is prob around 60% dmg which means that to do a 1400 dmg you have to attack
1350/ 300*0.4 = 1350/120 = 11.25 hits
Anyway my post wasnt bout how to destroy a mid war game but just gave a example how late game items work vs each other. The fact is that Harkons and Rift increase your dmg by a huge %, for rift its static 48% (just factoring the crit) for harkons depends but its usually around 50%(just factoring change of the dmg type), while SB gives you diminishing returns the higher armor enemies got and savage mace dmg doesnt scale at all.
"What is freedom of expression? Without the freedom to offend, it ceases to exist.”
Can you stop spamming your midwars analysis. The game isnt supposed to be balanced for midwars. Afaik supporters in normal games have no vestment-slot issues.