The issue with
especially is that it' power is mostliy locked behind its passive, which is completely busted on champions like
that base heal for their entire health pool and with visage can heal faster than burst hits them. While it's busted on them, actual tanks are relatively low on healing you have

, less than half the tanks have healing, and of those only
has bulk enough healing to receive significant benefits from
.
are all left having the build it because it's the highest raw MR and Health, while still not having near optimal slot efficiency and barely scratching gold efficiency with what, the MR? Nope. The Health? Nope. It just barely reaches gold efficiency with the Hp5, a stat which has near 0 value past the very beginning of laning phase.
Meanwhile the AP champs it's meant to go against get
which is above 100% gold efficient even with literally 0 other AP, and only goes up in efficiency from there.
also hits gold efficiency on anything with 90 or or MR , with anything past that either incrasing Staff's efficiency or decreasing the tank's item value depending on your perspective.
This isn't an issue with MR items alone either. Armor items are even worse for slot and gold efficiency, while AD outscales armor at about a 2:3 ratio per gold cost (That is, targets with equal health but opposite armor and AD values (e.g. 150 and 50 vs 50 and 150), the AD wins unless that armor amount is more than 1.5x the AD they're against).
is the only armor item that pulls its weight for gold, but it has arguably the worst slot efficiency in the game on every champion besides the infinitely scaling heatlh
, and its gold efficiency comes mostly from the superfluous mana it grants and the CDR which, outside of Transcendence builds, is usually overcapped on tanks. In only grants 2000 gold of its raw Armor, which while the most of any item, it also costs 2700 and doesn't even counteract the equivalent raw AD item
, even with the aura's effect granting 15% extra effective armor (IE grants effectively 125 AD on its own, which not only flaunts the 2:3 ratio, but goes above and beyond by being just straight up even more of its raw stat.)
Tank items, especially completed ones, need an entire overhaul. Make
a tank item again granting the most MR, up
health to 500 or grant the equivalent extra resistances --
10 MR,
20 MR,
10 AR,
10 AR.
would then need its final prize raised by 150-200, while the others would still be fine for their current costs (Yes tank items are that overpriced).
Lower
to 300 mana, increase armor to 120 , increase price to 3000.
itself also warrants buffs as mentioned. Basically all it does at the moment is cost 350g to open an item slot while building the other components of
. Even just increasing to 30 MR would make it worth the cost.