remove the slow from dead mans plate and make the discharge damage equal base ad
here is the problem i see with the item. i fear, riot is going to nerf it pretty soon for the same reason as sunfire cape.
rushed early and into midgame, the 100 bonus damage on the discharge combined with the slow are pretty significant. while lategame its there, but doesnt feel like it makes a large impact.
ive said it a couple times before, but i think the item is trying to do too many things at the same time. its main function next to the defensive stats, should be mobility and damage.
it should give the wielder a "i want to charge in and crush this dude" feel. and i think the item could do a better job at that, if more of its power budget would be put into the damage portion instead of the slow.
for comparison, stattic shivs passive also deals a 100 damage, but overall much more frequent and in an aoe. since dead mans plate applies both, damage and a slow, each individual component cant be stronger than its now. but removing the slow would allow to increase the damage, and make it feel more impactful by lategame.
if it was based off base ad, the damage would actually scale up, and it would create a good synergy with the new claw, which increases the base ad of a champion by 25% (50% when enraged).
imo let randuins be the slow stick/kite item, and dead mans plate the initiate and roam item.
edit.: on a sidenote, for it to be the sustained damage item of the armor/hp items, sunfire cape sucks right now. partially due to how fast even tanky champs blow up lategame. you just dont get much out of it before you die. maybe it would be a good idea to make the magic damage on the burn aura %hp based. or at least have the radius scale up with champion level so youre hitting more people with it later on.