Dear Riot, please use these new fighter items as a baseline to repair the game (Read)
Hey guys, I started a long long time ago (2012), and I've never been amazing at this game, but back then the game was across the board different
First off we had atmomogs, fighters would almost always be in the top lane trying to split, there were a few types of fighters but overall they amounted to tanky with damage, without the sustained potential of an adc or the safety of range (One exception existed, which was jayce)
(keep reading, this next paragraph Leads into something I'm not just saying buff darius)
Now we have fighters, they're in two categories which i really define as "Basically assassins" and "Darius clones", see the issue with these champions now is that both categories are completely melted and kited, with the darius clones usually either not dealing enough damage to impact properly in a fight before they melt, or having an unkillable monster barreling towards you: There was a balance issue here, where if you tried to buff the darius you would make a problem, if you nerfed the darius you would have another problem. the issue isn't in the kit it's actually a myriad of issues. these champions include others such as

Meanwhile you have the "Basically assassins" category of fighters, by this i mean the high complexity kits that have become lethality abusers. These champions once went through three/four/five or more skill rotations to win a fight, they would have great innate sustain and minor healing power, now they use one to two abilities for massive burst. These champions include

There were also another group, the middle of the road champions which includes champions like
to name a few, these guys had mixtures of both primary categories
All three categories had innate sustain or a shield mechanic, usually amounting to some lifesteal/spell vamp mechanic on the sustain front.
what these champions have lacked for two seasons is itemization, in part due to ADCs and Assassins stepping on their pool. Some people suggest that you make the items simple melee only, though there are a few ranged champions that are healthier with off-tank items, and there is still an issue if AD assassins get to build these defensive items, namely that they lose their entire role identity.
These two new items offer a start, honestly. These classes need to be put back in their proper places, and even if it costs a few patches of bruiser hell, the game will eventually be able to be adjusted accordingly: Through advancing the options and itemization of other classes.
The following classes need first attention, due to them needing to have more compatible, and more useful itemization within their own classes These classes are the ADCs and the AD assassins. The reasoning for this is simple: Once the fighters are enjoying proper and full item pools, the other AD classes will abuse these items until they are reworked in such ways that make them useless for those who they became intended for.
Assassins: They need more gap closers and escapes: Assassins love mobility, that's what they want. Max the mobility and give them items which incentivize mobility or give them bursts of mobility after a kill in order to allow them something to define them.
ADCs will need defensive itemization, and I think that they will likely lose essence reaver, with it likely going to become an item for a small niche of players, specifically yi mains and maybe one other champion. The cooldown on it and the duration on ulti use will make its passive uptime so low that the massive gold cost will be comepletely unworthy of the majority of other champions (Maybe sivir? maybe) Revert this, give it the current stats, thus allowing adcs to run actual 100% crit builds. The current state of the item is also honestly better for Spellweaver adcs as well, with lucian getting the sustain and cdr from it.
ADCs will undoubtedly be building many new things again, they will be abusing these fighter items, if you take away these fighter items from ranged champions you'll allow the entire fighter classification to move forward, as well as the assassin category to move forward, and leave behind
, likely into obscurity, two of these champions have been forced out of their own niche for multiple seasons now, with:
currently building a very cheesey and unsynergistic amount of lethality to 1shot people off of screen for 25 minutes of hell until he abruptly becomes horse shit to play as and drops by 8% winrate between 25 minutes and 26 minutes. That's not a healthy champion, that's a champion who is subject to item issues, who has a massive bonus for building the most abusive fucking items in the game on him, and then loses almost all of that bonus when a %%%%hair of an item slot is dedicated against him, or when other champions just naturally scale past him.
: Graves has always been a weirdo, though until recently bruiser was a much healthier bit, a front lining marksman, he needs some defensive itemization even if he needs to be adjusted currently, he is a beloved champion in the game and should be balanced properly
Gnar has long since not had much to build properly, though he's a great fun champ to play, the variance between his two forms often forces him to have some strange things in his kit. But it seems like every gnar has the exact same build every game.
More or less: This guy needs something for defensive AD itemization, with the loss of steraks on him he needs specifically a burst negator because HE WALKS INTO TEAM FIGHTS AND GETS VERY VERY FOCUSED. His entire kit is designed to be the guy that the enemy team panics over his entry, he crabwalks into them blowing off massive chunks of health for a pretty short time, he is a battle tank. But right now an urgot can just get bursted down pretty hard by a proper team.
Following this we need to look at the AP champs, With a start on some mindset as to what the different classifications of AP champs are
You have four categories the best I can tell
Fighters: these exist with subclassifications just like the normal AD fighter pool but they are as follows
-"JuggerNOTs" these are AP versions of juggernauts, think
-Magic Rivens:
-Spellblades

These champions have all had pretty wonky histories, again I think it's due to their kits interacting with shitty itemization, utilize AP equivalents to AD fighter items in order to give them better balance
Next set: The mages
Mages one came in three basic categories:
Stun and Burst: We see these, most AP itemization is for these mages right now, but these mages are basically the
category
Zone and sustain: these mages controlled big areas, with
being the posterchild, the old kit of
leaving a big pool once put him here too
is definitely a strong example. These mages allow for teamfights to tip in your favor by doing DOT damage and laying down areas which enemies don't want to enter.
Artillery: Yes we all know these guys, they just sit in the back and spam long range hurty shit, deep thought should be put into these champions and on whether or not they need to be given special attention, with rebalancing and special itemization. Range is an extremely valuable stat in the game and honestly combined with burst is very toxic for the concept of outplay and skill, my best input would be to give these guys more "Damage increase for time in combat" type items, in which they are at least forced to ramp up their damage before using it.
Finally I want to do a shoutout to supports: I love you guys, keep mashing them shields