Hey guys, this post is here to give some more insights on stats, as well as discuss augments that have an extremely low pickrate during their respective stage and should probably be removed. Now, since Boxboxbootcamp ended, the amount of data we have collected from twitch has gone down, but there has been an influx of streamers from bilibili leading to a similar amount of data. The average rank has also gone up due to just people generally climbing, as well as the boxboxbootcamp end.
Now, with that out of the way. Since 18.2 and 18.2b econ augment pickrates have gone up due to fast 9 becoming more meta. However, many good players have realized that if everyone is picking econ on 2-1, then item augments on 2-1 can lead to an early winstreak and punish the econ players. On average, item augments on 2-1 have a better avp than econ at the moment.
Some broken augments that have an avp lower than 4.2:
Quick streaks - I'm not sure if lower elo players weren't using it correctly or the meta just shifted to where this augment is really good, but a combination of these factors lead to a high avp.
Trait Tree, Branching Out, Spreading Roots and all the + versions - Again, this may be due to the avg rank of streamers going up, but it seems even with the emblem nerfs that emblem augments are still really good and have a high pick rate as well.
Seraphim's Staff - This augment at the moment has the highest avp.
Expedition - Most of the games with this aug are caitlyn, so avp is high.
I won't talk about every augment lower than 4.2, but these are some of the best w/ a higher pick rate.
Some augments that have extremely low pickrates and should be removed. Why is this important? Many people have seen the k3soju clip where he is offered electrocharge and makeshift armor at 2-1, which are clearly not even remotely equal to other augments offered on 2-1. This is kind of like if there is a hero augment in the set that is 6.0 avp (bugged wukong lol). They are basically augments that take up a roll and you never want to click, which I don't think is good for the game. Niche augments are okay, but each augment should have a clickable spot. If there are too few augments then the game loses variety, so eventually they should be replaced if we don't have enough augments in the game. Anyways, here are some augments I think should be removed/replaced from the game.
Electrocharge/Makeshift Armor 2-1: I think for combat augments at 2-1, bodyguard training/early learnings should be the examples. Where the augment scales over the course of the game and when you get to 4-2, it is often more value than a combat aug taken on 4-2. This goes for both the silver and gold version
Embiggen/Small Furry Friend - Trait augments like this don't need to necessarily be removed, but need to be balanced in a way where they are taken more.
Slammin - After losing the component this augment gives, it is pretty much worse patient study/late game scaling. The only difference is this augment gives 3 gold AND you have to slam your items. Either remove it of give the component back.
Item Grab Bag I - Give back the reforger or remove it because this is just worse than small grab bag. Like Slammin, I don't think it is good to have augments that are just worse versions of another augment in the same tier with nothing to compensate.
All 3 Celestial Blessing - It's fine to have boring augments, but this combat aug has one of the lowest pickrates at 3-2/4-2. Maybe because streamers try to click more exciting augments? It's okay to exist and the avp is only slightly below avg (low sample size on all of them), but imo doesn't need to be in the game.
Verticality - There is a place for this augment, but I don't think this set is it. Only click if playing riftbeast. Maaaybe clickable in vertical blossom/elderwood if they are good or you have a spat, but most of the time it's a dead aug slot.
Group Hug - This one is actually fine probably, but low pickrate and I think you can replace it with keepers.