Health items are now entirely based on the owner's base health.

Dingding123··2 votes·306 views

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.

  • 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.

  • 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.

  • Obnoxious 6 damage item hypercarries will be less obnoxious because they'll be substantially squishier than everyone else.

  • 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.

  • Oh no. Stacking health early is bad. Dang. RIP Giant's Belt on first back, we will miss thee.

  • 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.

6 Comments

Knight SoIaire 2 votes

Tanks will now have a viable role outside of being 1-trick potatoes. They will now be 5k HP behemoths come lategame. I really don't see a problem with that. No one should be able to gib tanks in only a few seconds.

no they still will be potatoes that carry loads of health just to be ignored

the only thing that can fix the tannk role is a salvo of kit reworks aimed at making them more like braum who takes damage on his chest

then we can speak about the items and the stats those champions have, but not until the time where their kits do what they were supposed to do

while i agree that making late game tankyness stronger is a nice thing we have too man problems that need to be fixed before hand like the last whisper you mentioned being effective vs any kind of target you might find and tanks being just realy tanky fighters with better utility

Diostukos2 votes

As much as I like the thought of ad-carries (Yi included) not roflstomping everyone with crits, Maokai would most likely see play again, and he deals quite a bit of damage, a lot of it being %health...

Decrit1 votes

Before making tanks valuable again they should first made less boring. Remember S3 meta? UNDYING COLOSSUSES with less than exciting combat

Dingding1231 votes

the idea is that it would be no longer be necessary to build full potato in order to be hard to kill as a melee; you could afford to get a damage item or two that works well with their kit.

Decrit1 votes

What tells you that % increase is gonna be better? Also, do you forget that health is overall useful for every champion that needs to be slighty beefy, like some duelist/assassins or supports?

Dingding1231 votes

bumperino

surprised at the disparity of downvotes and comment content

if you don't like this thread downvote it so I can know that you're not a bot, thx

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