Health items are now entirely based on the owner's base health.
Warmog's gives 1200 HP to most level 18 bruisers and tanks.
(just a guesstimate)
Wait, what? What's happening??? ** BOOOOOOOMMM!!!!! ** TANKS ARE BACK, BABY.
**WOAH!!! ** Bruisers too!!!!!!!!!!!maybe not I dunno.
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Teamfights will be more deep as they will typically last longer. Duels between carries will more often be about who is quicker on the draw than who has the most get-out-of-jail-free cards.
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Tanks will now have a viable role outside of being 1-trick potatoes. They will now be 5k HP behemoths come lategame while having room to build a bit of damage. I really don't see a problem with either of those things. No one should be able to gib tanks in only a few seconds, and tanks shouldn't do virtually 0 damage versus people with lifesteal or spell vamp.
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Obnoxious 6 damage item hypercarries will be less obnoxious because they'll be substantially squishier than everyone else.
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Supportive items that offer health will have more value later on in the game, adding more choices for supportive item builds. Sightstone, for instance, will certainly give more than its current price in health later on in the game. Items like Ohmwrecker, Zeke's Herald and Righteous Glory will offer stats greater than their price come lategame as well.
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Oh no. Stacking health early is bad. Dang. RIP Giant's Belt on first back, we will miss thee.
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Wait...%pen items matter less since the people taking the most hits will have more health? But what about spending 2300 gold to melt everyone? It won't work as well on squishier teams now? Then this change is terrible! From now until doomsday, I quit instalocking carries every game. You actually have to play the game in order to win.