Preseason = mad lab open for new ideas to create abominations so I will throw some Ideas that lack
So we get some new dmg options and some help to the supporting role but we totally ignore the fact that defensive options are under-performing in values and growth.Damage has no limits yet defensive options do and can be very easily countered(pen/lethality/% damage/true dmg).
So I will list my wish for the tanks and support items(effects,passives and new mechanics) first of all lower the defensive stats from hybrid damage items or remove it(health/armor/mr) items:(black cleaver,steraks,guardian angels,zhonyas,shojin,frozen malet,morello,rylais,protobelt,lyadris,maw and wits end,banshees)
So here is what i want to happen with the defensive items.(note not listed items remain the same)
Adaptive helm: 200 health, 80 magic resist, 200% health regen - taking magic damage creates a magic shield equal to 15% of the magic damage taken each new instance of damage creates a new shield up to a max of 5 instances.
sunfire cape: 40 armor, 350 health - deal damage to nearby enemies equal to 1,5-3% of your max health per second
Frozen heart: 60 armor,400 mana, 10% cooldown red - slows nearby enemies movement speed by 15%
(new) glacial spirit : awe grands bonus armor equal to 1% of max mana 1000mana evolved, 30 armor - upon taking damage reduce that damage by 3% of your current mana and consume an equal amount of mana ( cant be activated while below 25% mana )
gargoyle stoneplate: 30 armor,30 magic resist - gain 10 armor and 5 magic resist for each nearby enemy champion. active : become immovable and taunt all nearby enemies forcing them to attack you for 2 seconds.While active you take 25% more damage.
randuis omen: 40 armor, 350 health, you take 50% reduced damage from critical hits, active : stun nearby enemies for 1 second.
spirit visage: 300 health, 40 magic resist, 200% health regen - in combat gain 2% health regen per second .
thornmail: 80 armor - upon getting hit by a basic attack deal damage to the attacker equal to his armor damage cannot exceed the damage of the basic attack.
warmogs: 400 health,200% health regen,10% cooldown red - upon taking damage gain 1 health at 200 health increase your bonus health by 10%
(new)corrupted shell: 300,health,300mana,25 magic resist - upon taking damage greater than 10% of your health consume 10% of your mana to create a shield equal to the mana consumed.
(new)flesh of ages: 200 health,30 armor,5% movement speed - taking damage from basic attack reduces the attack speed of the attacker by 10% stacking up to 5 times.(last for 1 second)upon reaching 5 stacks enemy becomes disarmed and cannot attack for 1 second.
(new)stone of old: 60 magic resist,10% cooldown reduction,heal and shield power 10%,mana reg 100% - increases all sources of health restoration based on your missing health
All of these items are for defensive purpose with many utilities and a way to punish brainless plays and rightclickers .
If you like anything out of these point it out and if you disagree explain why.And dont forget armor loses its value after around 120-140 armor and magic armor is never enough when enemies go over 600 ap.