Things that would be nice to see in the next 6 months, even if only partially (long list WARNING)
Unsealed Spellbook - Needs a tonedown, it's already proving itself to be way too effective especially in pro play. Something small like granting only 15% SS reduction would probably be fine.
ITEMS - the % MS ought to be 4% for all items as well as unique. Cost needs to be increased for all the zeal items by AT LEAST 100 gold.
- this item used to give 60 AD, but I would be fine with it going down to 65 AD instead. Cost buff must be reverted.
- Give him back unstoppable and take off 2% max hp damage from his W instead.
- give it back its 30% shred potential max. MAKE ITS ARMOR SHRED PASSIVE UNIQUE WITH LW ITEMS.
ITEMS - cost increase to 2800 for the two end game items, increase armor penetration to 40% bonus armor pentration. The rationale here is that bruisers will hp stack while tanks will tend to resistance stack, so this change should go towards giving bruisers room to breath while making sure tanks can be more effectively killed.
- buff to 500 health, the original value it had IIRC on release
- remove this item from the game, we have glacial augment. The slot taken up by this moronic item can be used to create a much healthier bruiser offensive item.
- Active now instead grants 40% more resistances, 100% resistances granted when 3 or more people are nearby (might have to keep a watchful eye on champions like rammus, but with the 60% self inflicted damage reduction this probably won't be an issue. This will also remove the stupid chogath interaction that should have never been allowed to exist in the first place).
- now grants 50 armor but only 200 hp. Rationale is that this is a tank item, and so it focuses on resistances over Health.
- now grants only 150 HP but 85 armor. Rationale is that this is a tank item, and so it focuses on resistances over health.
- Now grants 1 HP per minion/monster/champion kill up to 150 for a total of 950 HP. passive regeneration unlocked at 3000 health instead of 2750. Rationale is that this item should be inclined more towards bruisers, although a tank might have it in certain scenarios, and that isn't necessarily sacrilege.
- Now grants 550 health but only 40 armor. This item was meant for bruisers, and its stats should reflect that. Just because tanks pick it up doesn't mean it should be geared with them in mind.
- While I will not suggest any changes to this, I would like to mention it. This item is torn between tanks and bruisers because both love it as a way to relieve them from the pressure of crit ADC damage. I would err on it being more of a tank item, but for now, I don't think there's anything wrong with keeping it the way it is.
- Now grants 200 hp but only 45 armor and mr. This is the bruiser item for the gates.
- Now also gives the minion armor and mr equal to 30% of the bonus resistances of the user. This is the tank item for the gates.
- decaying shield no longer scales with maximum hp, but the base shield is amplified by 5% for every 5 bonus resistances (either armor or MR) the user has (subject to balancing change, this is just an idea, not the exact balancing numbers). This item should definitely be geared towards tanks over bruisers.
- The scaling based off of base AD is removed and instead exchanged with 10% armor/mr (adaptive based on which you have more of), the maximum damage is capped at 150 (keep potential abuses cases like malphite or rammus in line). Now grants 75 armor. This change I wouldn't mind if it never gets implemented. But the thought process here is that tri force is geared towards bruisers while this item should be geared towards tanks.
Now grants 550 HP but only 45 MR. Rationale is that this is a bruiser item as bruisers tend to heavily rely on lifestealing/regeneration mechanics moreso than tanks. There are some exceptions like maokai; fuck maokai.
- active now grants a shield with a base of 100-200 (scaling on level). The base is amplified by 5% for every 5 bonus resistances (either armor or mr) the user has (subject to balancing change, this is just an idea, not the exact balancing numbers). This item should definitely be geared towards tanks over bruisers.
- Now grants 45% magic penetration (close monitoring may be necessary to see if the extra 5% would be too oppressive against squishies being targeted by mages, initial thought experiments would have me err on "it's not that big of an issue"). Rationale here is that tanks are more countered by void staff while bruisers are more countered by liandrys.
Obviously this is focused purely on items rather than champion changes. Feel free to argue on any of the points I made here. This is just a list of things I personally would like to see and things that I personally think would be best for the game, especially with regards to differentiating bruiser and tank itemization.
