Why was Stoneplate created in the first place?
Seriously, couldn't we have just buffed regular tank items a bit instead of making this monster that can interact with solari
Seriously, couldn't we have just buffed regular tank items a bit instead of making this monster that can interact with solari
Buffing regular tank items empowered fighters and juggernauts more than tanks which was a problem (also assassins).
Imo stoneplate is fine except for 2 things, both effected by the active. It is broken with the Locket shield (scales off HP) and Cho gath feast (true damage scaling with HP).
The way to fix this: Active: Rather than doubling the users HP for the duration, have the active grant 50% Damage reduction for the duration, this fixes the massive increase in shield power from the item's interaction with
and fixes the item active being both an offensive and defensive boost for
. And effectively it would be the same tankiness gained EXCEPT against true damage, but most stoneplate users already build a good amount of bonus HP which protects them against flat true damage, and % hp true damage would still be strong against stoneplate tanks, as intended.
So that Riot could complete their multi-season plot to systematically remove all stats from tank items.
Seriously, it's the most obvious band-aid fix in the game, even more so than Raptor camp and First Tower Gold. It allows them to keep the baseline power of tanks low while allowing them to function exactly only as peelers and disrupters in team fights without ever threatening to actually kill someone.
And as someone who used to enjoy playing tanks, I hate it.
For me, Stoneplate is an item that has some good ideas, but also some horrible ones aswell as a flawed execution.
I like the idea of giving tanks a core item similar to other classes(trinity, BC, Morello's), I love to see a good hybrid defstats item, and defense scaleing with the number of nearby champs imo is something that we really needed and still need more as tankiness 1v1 vs tankiness in a teamfight is and always was a big issue for balance, especially on fighters, causeing them to nearly always be splitpushers becuase if they are tanky enough to work in teamfights, they are just busted 1v1. However, i really dislike the idea of shifting so much tankiness into an active that just grants a small window of survivabillity given that the main issue for tankiness is sustained dps that has no windows at all. It's like doubleing the critdamage from IE but giving it only for 4sec on a 90sec cd. I'm also not really a fan of that damage reduction. It makes it a bad purchase for those that would need high tankiness the most(tanky-dps) while not beeing a big downside for bursty divers or tanks as they first unload their kit and then use the active. And the reason why i think it's rather flawed in it's execution is because they didn't think about broken interactions like cho or locket at all it seems.
Tanks built GA back when it had 60 Armor and 45 MR, and the passive restored 30% max HP.
So when they reworked GA, they had to give them a worthwhile armor/MR item to fill that niche, ergo Stoneplate was added.
I agree that Stoneplate's active is unhealthy. It grants additional health and causes all sorts of issues when it could just be a shield or damage reduction instead.
Because ADCs are a busted class with god awful design, tank items needed to be buffed.
It was meant to exist as a sort of core item to help champions like Leona, who need to dive in and use their kit, but need to build too many support items to be truly tanky enough to survive.
It was meant for teamfighting fighters or tanks to have some kind of item that helped them use their engagement without being blown to pieces instantaneously.
Great thought on paper, overtuned in game.
the purpose of stoneplate was to create a specific tank core item, similar to how other classes have their core items, and redistribute defensive power from items into this item.
this means, its more difficult for other classes than tanks to stack up serious defense. like the streak of bruiser assassins and carries we had in season 6, or over the top tanky divers.
Stoneplate by itself isn't a bad item by itself. The problem is that it doesn't exist in a vacuum and the synergy it has with other items that scale with health or Cho's ult makes OTHER things broken.
it's a nice addition
To serve as a replacement for Guardian Angel on tanks. Which was fairly unhealthy, given that it gave tanks a second life without requiring thought and even giving them a de-aggro tool in the revive timer.
Conversely, Stoneplate needs to be activated under the right circumstances for the full effect, and can be wasted by disengaging. The only way to put GA on cooldown was (and still is) to knock its user to 0 HP, which is rather difficult against a proper tank. See: Spring Seaons Toplaners: Maokai, Nautilus, Poppy...
Broken on Cho or in combo with
, balanced on everyone else.
They wanted to make a teamfight tank item.
nah cuz tanks got deleted too fast and we need something to counter that ;)))))))))))))))
I feel a lot of the abusive interactions involving Stoneplate could be resolved if the item granted a shield, instead of boosting max health. We're in a pretty shield-heavy meta right now, which might be a reason against it, but having the active provide a shield would more accurately reflect how it functions (you gain temporary protection for 4 seconds), without busting health ratios, namely on Cho's ult and Locket's own shield.