Sunfire cape rework concept!
So we all now
and i guess cinderhulk as well suck kinda hard right now
The Aura radius got reduced for some unknown reason
Tanks really need their first item power spike and for some that can be Rod of ages like for Maokai for example sinc eh can make use of all the stats but not every tank has that luxury a lot of them depended heavily on Sunfire cape to give them a little of everything from bulk to waveclear to damage so they can fight enemies. Sadly we only have 1 real option for our first item spike with some tanks having access to 2 options. Mages are in a similar situation though with morello imagine if that item got gutted because that is what a lot of tanks are dealing with as we speak
And That is one of my biggest issues with it right now many tanks lost their first item power spike, the moment they got ''online'' and started their mid game where they are strong, now you need 2 items because of lack of health & damage available to get decent general bulk and damage and there simply aren't any good options besides the very expensive and unrealistic titanic hydra.
Without good options tanks re being put in the same spot as ADC in terms of early/mid game scaling except they lack a proper late game to fall back on
The changes/rework
Considering the radius starts from the champions center ratehr then edge so bigger champions, or tank usually, can't make very good use out of it anymore
My proposal is the Aura radius should be calculated from a champion's hitbox edge so that tanks can make better use of this item then champions like fizz or ekko who really shouldn't use it better then the intended group of users
Radius should be roughly what it used to be before the recent nerf with bigger champions getting a slightly larger radius because they are bigger.
I would make some further stat adjustments as well to further emphasisze this as a good first or second buy for tanks with decent late game scaling
45 armor 450 health 100% hp regen
Unique passive immolate: Aura changes as listed above now with 7+ 1-18 based on level damage 200% damage vs minions/monsters Unique passive combust: After taking 5 attacks/spells from enemy champions/epic monters/ super minions a combustion occurs dealing 5x the damage of immolate in a 50% larger radius When combustion charges the Aura indicator grows brighter to warn enemies. After combustion is fully charged champion lights up for 0.5 seconds before actually unleashing the combustion during those 0.5 seconds and for 0.5 seconds after no additional combustion charges can be gained
Why these changes, Well most tanks have decent hp regen so they can make use of that for better sustain, armor is down health slightly up. More general defense partly in hp and mostly in sustain to have the option to stick around a bit longer or regen up a little after a trade. The drop in armor will hurt overall bulk but that is the trade off for the damage you buy
The damage has gone up compared to pre 7.9 sunfire, but only if the combustion part gets activated. but it now has clear counter play and is telegraphed. Counter play consists of proccing the combustion when the tank isn't close as well as moving away from him when you see the aura brighten telling you the tank is close to combustion. or when he lights up you have 0.5 to prepare to avoid getting hit, and even if you do the damage is about 40-125 depending on level so that still isnt to big of a deal if you only get hit once