Tank Item Changes
Armor tank items currently: randuin's - crit and aa reduction sunfire - early game waveclear and damage deadman's - gapclosing on the enemy team
updates: Abyssal, banshee's veil, and adaptive helm all seem a bit too similar. Magic resist, pricing, half their passives overlap - just too similar if you ask me. The one that reduces repeat magic damage from the same spell/effect should have it's time lengthened for one thing - 5 seconds? Unless the spell is a dot or you are fighting cass or ryze, that passive will have 0 use. The spellshield on an 8 sec cd late game? "Mages" other than rumble, cho'gath, galio, and amumu are probably not building it unless it is in a broken state - so there goes the one logical mr item for most ap mids.
Sunfire - did that thing decide the outcome of fights that you are nerfing it's damage to champs at every lvl below 18? I appreciate the compensatory buff to it's damage to minions to make it still viable for waveclearing on tanks and bruisers, but I see no reason to nerf the damage to champs. If anything - buff it's scaling damage to turn it into a stronger damage item for tanks. Like tanks can choose to lose out on a bit of durability compared to deadman's or randuin's by purchasing this item but have more teamfight damage as compensation.
Deadman's plate - why not make it into a toggle bonus movespeed item like
and just have your stacks increase the bonus damage on first auto to enemies?
Randuin's omen - since when is this item negating too much crit damage that you remove that passive? This was legit one of the best things about the item - most people even pro's are not regularly using the aoe slow on it due to the small radius over which the slow applies - drop the slow and give the crit reduction back - maybe even 20% reduction. This is the premier defensive item to minimize the impact of aa champs and should be focused on lowering their damage output via crit reduction and attack speed reduction.
Also, you are just making tanks scale way worse by reducing the hp on all these items and making them cheaper. Tanks and tanky bruisers need BETTER scaling - not worse. Yeah resistances help make you tankier, but you need an hp pool to begin with or all the resistances in the world mean nothing. To illustrate your point: Look at the changes you made to
. You explained when changing it that the 100 extra hp at the loss of ONLY 10 damage would be a buff to bruisers building it. You claim this has helped renekton make a comeback as a premier toplane champ. So now you are doing essentially the reverse logic with tank items. For the LOSS of ONLY 75 (depends on item) hp you get an AMAZING 10 extra armor or some crap like that. Wow - that's an extra 6.5 armor for every armor item I buy after the enemy ad buys a 1300gold item - for the price of only 75 hp. Kinda arguing the opposite of what you claimed with black cleaver changes now aren't you?
If anything, make armor items scale into the game - you know the way malphite w scales with more armor, the way sterak's damage scales with levels, the way warmog regen from it's passive scales with more hp. That's how you need to be changing tank items - not dropping a ton of hp for minuscule armor/mr buffs. I mean
and other hp-based tank/bruiser champs won't mind the changes AS MUCH, but the rest of them are just going to be that much worse mid/late game. If you want adc's to be able to 1v5 carry every game at 5-6 items, congrats you are well on your way. If you want every role to have meaningful contributions at all points of the game other than just soaking damage and dying to protect the adc, you seem to be going in the wrong direction.