Anti Tank items should not be a default buy
The current state of Tank items is one in that they are more or less always a good buy regardless of which target you are attacking
This causes a problem in which they are basically ALWAYS a good idea to buy, since they are always effective. This creates a scenario in which Tanks are inherently countered without an opponent even trying to counter it.
Suggestion Blade of the Ruined King - Passive (Active is fine) Now deals 15% of the target's bonus HP in damage
Last Whisper / Void Staff Now penetrates 50% of the target's bonus Armor / MR
Black Cleaver Max stacks reduced by 1
Wit's End Max stacks reduced by 1
Edit - A very important one slipped my mind, thank you Don Pavoni for mentioning it
Death Fire Grasp - Active now deals 40% of the target's bonus health
and for the sake of completion Liandry's Torment ... Remade... like completely... This item needs to decide what it wants to do...
: The problem is not really the active damage since the nerf, it's more the overall dps+sustain**+a huge ms boost/slow**
The main point of the active is the incredible kiteing/antikiteing it provides, allowing you to abuse the dps, while BotrK is also very convinient to built, providing a strong early powerspik with cutless, a good dps sike in the mid once finished by providing all stats a ad could want(as/ad/strong on-hit/lifesteal/mobillity/slow), while the %damage also scales very great into late. It just gives far to much different things at once, it's the shmoo of league(lucky number slevin).
Also, if we compare it to it'S old counter part, madrets bloodrazore:
-bloodrazore gave 30 ad, 40%as, 30armor, 4%maxhealth on-hit(magic) for 3850g
-BotrK gives 25 ad, 40%as, 12%lifesteal, 8%currenthealth(which is 4% max in average,physical), and a strong active for 3200g
So even without the active, BotrK grants better stats for ad-focused champs(lifesteal is better than 30armr for champs that built more ad, and physic damage is better than magic if you built armorpen) while costing less gold.
This Item needs some major changes, and not just a lovetap by reduceing the damage of the active vs squishys, which never was very high anyway)
/
: Changeing it to a high %bonus-pen would evt solve the problem of them beeing strong vs squishys, but it would feel horrible if you want to built tanky, any armor/mr you would buy is now 50% less effecktive, same for runes/masteries/in-kit buffs.
Want to defend your self vs a talon burst? built randuins, and suddenly LW gives 35%pen(40(50)% with flat(scaleing) runes), bringing twice the pen than Yomuun's and 10 more ad.
Want BV vs magic burst? now Void gives more pen than lilandriels without runes or anything while also giving 20 more ap...
It would lead to a situation where building tanky feels shitty, especially building a single tankitem on a squishy.
I would suggest a system more similar to BC: A stacking armorpen debuff(note pen not shred, so like BC just that only you profite from it, not the rest of your team), maybe even with a growing cadence(for example: 2/4/8/14/22/32%), so it doesn't really ad much to burst, but helps at doing constant dps vs tanks without makeing bonusarmor feel shitty.
: already a rare item, but takeing away 1 max stack isn't a bad idea, however it does need compensation buffs, like either more flat pen or increased ad/hp
Is flatpen and neither used by assains nor adc, not exactly what one could call antitank item, so no changes needed(well, maybe, but not in nerfing but rather buffing it, like a more convinient buildpath and a slightly better late for more gold)
:It's so bad that you didn't even list it. Why does it give flat pen(anti squishy) when it is meant to shred tanks(%dot)? Why does it do current health as a dot after the damage when it is meant for APs which deal the bulk of their damage as upfront burst?
If it is meant to give ap-tanks relevant dps, why does it mostly give ap and not health, or cdr or more pen?
Why does it reqiure (perma)slows to really be effecktive, kinda forcing you to rylais, which again gives mostly ap and not to much tankiness per gold, makeing it rather suboptimal for tanks?
any day(maybe not necessarily with all the stats it gave, but the %health mechanic it had was much better for balance than liandirels)
: so dominant in exploding squishys that people totally forget that it has 15% maxhealth dmage and was originally meant to give mages a way to deal with tanks, as it increases all magic damag to one target(not just your own) and thus allows you to greatly help at focusing down a tanky target as a mage.
The problem: highest ap-item(if we ignore some passive effeckts) + cdr, and the %increse amplifys singletarget burst alot.
In order to actually help killing a tank instead of exploding squishys, it needs a stacking debuff(like BC) that therefor doesn't support burst alot, but helps with constant focused damage.
: Last whisper is my FAAAVVVVV weapon. 100% bonus armor penetration, here I come.
: Oh crap.......