Here is an idea to fix tank power curves:
Right now pretty much every tank/juggernaut has an extremely powerful early to midgame, but they fall of so hard late game because of stuff like
This is due to tank items being cheap, but not giving much in stats in comparison to carry items, which are expensive and give more stats. I propose we make tank items more expensive but give them more stats to compensate, we can also increase some other damage items costs, especially the jungle items.
Here are the suggestions:
Cost: 2625 -> 3500
AD: 65 -> 75
CDR: 10% -> 20%
Cost: 2625 -> 3500
AP: 60 -> 100
Cost: 2625 -> 3500
Attack speed: 50% -> 75%
On hit damage: 4% -> 5%
Cost: 2625 -> 3500
HP: 400 -> 500
%HP: 15% -> 25%
Cost: 2900 -> 3700
HP: 500 -> 700
Armor: 50 -> 70
Cost: 2900 -> 3700
HP: 500 -> 700
Armor: 60 -> 75
Crit damage reduction: 10% -> 15%
Cost: 2900 -> 3700
HP: 500 -> 700
Armor: 50 -> 70
Cost: 2700 -> 3500
Armor: 90 -> 130
Cost: 2350 -> 3750
Armor: 100 -> 170
Cost: 2800 -> 3700
HP: 500 -> 700
MR: 55 -> 80
Cost: 2450 -> 3500
HP: 350 -> 550
MR: 70 -> 100
Cost: 2850 -> 3800
HP: 800 -> 1000
CDR: 10% -> 20%
Base HP regen: 200% -> 300%
Cost: 2500 -> 3500
HP: 500 -> 800
Mana: 300 -> 500
Cost: 2700 -> 3700
Armor: 55 -> 80
MR: 55 -> 80
I think these changes will normalize the power curves of tanks and juggernauts by making them easier to handle midgame, but much harder to handle late. This will also discourage building full ad or full ap comps. This will also help dps based adcs because they can slowly take down these behemoths with enough protection from their team.