[{quoted}](name=MrFawknSunshine ,realm=NA,application-id=3ErqAdtq,discussion-id=EzFjL280,comment-id=0003,timestamp=2016-08-30T04:40:08.267+0000)
ill except a nerf to hp tank items as long as we nerf true damage, %hp damage and passive and % armor and mr reduction. and reduce crit damage
--Yeah don't think so, most % hp items are made to counter act high hp stack champion types and items like Blood razor may give a powerful % kill and attack speed chunk gain, it doesn't give much else besides its jungle utility customization so it tends to be sub'par without anything else to back it up to work, especially when its a item that does not allow you really tower push since it doesnt give raw damage.
--True damage on some champions do need fine tuning, but some actually have it right such as requiring certain mechanics to be active for them to have any real use (Like Garen's Villian won't work on anyone besides his marked target that is basically the 'champion thriving the most in a kill streak at the moment, or they were just next in line after Garen 'smited' the first one).
--As for % armor and MR shredding, you need to recall that Armor and MR both get less scaling as you continue to stack them, so in that regard, the '% shredders' get a bad wake up call when they are just mostly shredding the low scaling bonus armor/magic resist so its understandable why they shred such a large amount to even have a chance of standing out considerably. Plus usually if its against a 'no armor/mr stack enemy', it usually only shreds up to enough armor/magic resist to remove about 10% to maybe even 20% of the damage 'resistance' that would get normally applied, if a item like void staff or lord domink's is made use of.
--Considering Randuin's omen is really the only item with the gimmick to reduce crit damage last i checked, its the same argument i've had to deal with when i posted on a thread who was complaining about Cassiopeia's Grounding mechanic is sooooo OP. Considering just like 'Grounded', Randuin's omen ability to reduce crit damage is basically a gimmick around that item alone, it allows it to be a specialty item tailored to counter act 'normal' ADC champions or crit reliant non-marksmen champions like Master Yi, Tryndamere and 'Yasuo' which makes it one of the best tank items to counter them, since all 3 champions plus 'marksmen in general' are AD champions and make use of attack speed (which Randuin's carrys armor, attack speed reduction on enemies that attack him and of course, reducing any damage taken from critical strikes.
If they reduce all the utility damage and penetration at the same time as nerfing the hp stacking craze that tank items get, then it effectively defeats the purpose because everything would just basically be the same again in terms of mechanic stand points, except damage values would be a bit higher because so many other things got brought down to a lower level.
[zombie-brand-clap]