I think fighter and juggernaut items could use some tuning

These are the items i want to change a bit, because they are either weaker then their counter parts, or they are kinda weak on fighters/juggernauts but stronger on other classes or they are just too generalist in their strength
Build paths are another issue mainly
as it is rather shitty item to get and beyond that thing you will often still be stuck with high combine prices after but ill talk about this later
Ill just start with
and
as they have counterparts in
and
to compare them too
When i compare
to
i immediately see 3 things which make maw superior in it's working to steraks
And these are that maw only triggers during low health, which makes it way more reliable as a defensive tool as opposed to taking x amount of damage in x amount of time this has several reasons, one of them being that it is hard to poke the enemy to trigger the shield, and secondly is that it will always activate if you hit the 30% threshold and took magic damage this also makes it more reliable in skirmish scenario's
The second reason is that the stat buff, in maws case the vamp and ad and in steraks case the added base dmg work differently, maws sticks until out of combat, and it provides vampirism, which allows you to effectively heal a decent amount of health you can even try to stay in combat minions monstercamps etc etc until you get back to full hp, hell you could theoretically stay in combat until it triggers again although i'm not sure if it would stack never actually tried that
The item is also simply stronger at it's core defensive niche, preventing magic damage from killing you, you see it gives magic resistance and a magic shield Steraks was supposed to give fighters a tool to deal with ambient damage, but it's not as good at dealing with it because it's less reliable and because there is simply such an overwhelming amount of ambient damage on top of such huge amounts of single target damage and let's not forget cc to both stop you anyway and just evaporate the shield if it hasn't been triggered too soon.
There is another part which makes maw so much better in comparison, and that is the build path
I think it would be good to bring
more in line with 
The first change i would make is to the passive lifeline, i would apply 3 changes aimed at helping it's users
- triggers at 40% health
- shield decays but the stat boost stays until combat ends
- stat boost gets a buff, still 30% base ad, but now also grants 20% tenacity and 10 movement
So this would overall be a net buff mostly due to the better stat buff, so the cost might have to be increased The item already scales with bonus hp and base AD in its buffs shields and stats no need to also make this to the trigger mechanism for lifeline this way we can make the item a bit more reliable
vs 
First of all titanic hydra has the worse build path and is a lot weaker in lane too nor does it give the same damage amplifier since it does not have much AD
I can sum pretty much all the issues up into the 1 thing it is better at then ravenous, it give hp so it is better vs burst damage, and that is literally the only thing it is better at then ravenous hydra.
But it scales worse unless you build no more then 2 damage items but then only if you lack AD ratio's
People will point out the active, let's compare 4k hp to 400AD it's active damage for burst would be roughly the same As a first buy ravenous is waaay better because it's lifesteal trumps the hp for sustain so you will win every trade there It's waveclear is also much better As is the teamfight area damage This is mostly due to how the aoe works, circle vs cone, but the scaling as well, let's be real here nobody is ever lining up so you can hit them all with the cone damage, yet being ''surrounded'' or enemies being clumped together or somehwere around you does happen all the time, if they are at the edge then titanic will deal better damage though if they are a bit closer then ravenous deals vastly more damage. Yet it's a melee item so you have to be close to enemies to deal damage in which case both the damage and the reliability of the damage from ravenous are vastly superior, this plays into waveclearing as well It's single target damage has an even bigger advantage And the final advantage comes from the fact that ravenous scales a lot faster
I will have to admit that it is difficult to make titanic on par with ravenous hydra without making it ridiculous
It will never be as good in the earlygame as ravenous hydra nor will it scale as fast and easy and due to the nature of the existing possibility of component items it will never have as good a buildpath there is also the way the aoe works with cone vs circle Now some of these things we will never be able to do anything about but some of them we can do something about it might scale slower but that doesn't mean it has to scale as good or worse damage wise they can scale pretty equal but in the way of application and sustain wise ravenous has a giant advantage and it's also better early on
I think i can make hydra a little better early on with a better buildpath and make it scale better into lategame too
=
gives a smoother build path gives more early health and sustain but you will lose out on some early damage as trade off
The final item will give only 20 AD but 600 hp and 200% hp regen
It also will no longer give flat boost to it's on hit/cone effect, 5/40, but instead will solely scale with hp as it will give 3,5% hp damage bonus on both single target and the aoe effect of the cone Additionally it will also give you 1% of hp bonus damage on your abilities
before anyone starts bitching about that 1% damage on abilities, this is to compensate for the weaker cone damage scaling, in order to get 40 cone damage you would, as it stands right now need 1600 hp extra hp.
In return for overall weaker damage with the loss of 15 ad and less cone damage you gain stronger abilities and single target damage and eventually should reach similar levels of cone damage in the very lategame to make it a stronger later on damage wise for being weaker at dealing damage earlier
{{item:3022}] this item stinks so hard
it is hardly usable for melee champions because while it's not bad for sticking power the problem is that you need to get to your enemy first The stats are a bit weird, it doesn't give much damage, and while it does give decent bulk that hp is just hp and requires resistances or sustain to be of use it's build path is also a bit awkward and i almost never see myself build this because it just doesn't seem to work well Even if you do manage to stick it gives neither enough defense nor enough damage to make it work properly I will build it on champions like teemo or gnar though it's just so much better on ranged champions
I think this item needs a complete change It's a colossal hammer so let's just stick to that theme and work around that, perhaps we can even get rid of the frozen theme as well while we are at it it is supposed to help you stick and do your thing but in order to do that slows are just not that effective on their own if you are melee the landscape has changed and you will be slowed and cc'd as much as the target you are slowing and when you do they simply dash away anyway
And for my own sanity and everyone else i deal with it's stats or anything ill just focus on the passive etc
i will completely change the passive, And it gets an active
It's now called momentous swings: Disables all attack speed bonuses from other items and abilities Each subsequent attack is now sped up increasing attack speed and frame by 10% for 3 seconds and increasing its additional effects, caps at 3 stacks
Hits slow enemies by 10/20/30% for 1,5 second depending on stack and (melee only) you gain 5/10/15 movement & slow resistance and apply the slow and attack damage in an area 75/125/175
New active : Colossal smash Requires 3 stacks Consumes all stacks to break free of any cc (except suppress) and increases the range of your next attack by 100 and Knocks enemies aside and grounds enemies hit in a 175 radius applying a 30% slow for 1,5 seconds Puts the passive & active on a 10 second cooldown
The active is there as a reward mechanism for sticking to your enemies, they tend to pile on top of you and cc chain you and this let's you break free and punish them for being piled up on you by disrupting them but you will lose the passive for a short time
It's quite the powerful tool but it requires landing 4 attacks total before use and you lose the sticking power for a while
There are better items and tools to get into a fight then this item it has always been there for sticking power so traded the heavy slow for something you build up instead, but rather then just giving a fat slow it will increase your sticking power by granting you more movement and slow resist and the potential to slow more then 1 enemy if they are piling on top of you The speeding up of attacks will also be a great help to get the job done more quickly
to disincentive use on ranged or mobile champions it completely removes any other attack speed bonuses and part of the passive is melee only many mobile melee champions also use attack speed boosts so they would have to make a trade off here.
ill be short with 
It's too generalist and synergizes with everything and anyone too well The stats are useful on literally every AD user The shred has synergy with on hit/on attack, dots and area damage The bonus movement is useful on everyone as is the cdr 40 AD isn't too much but isn't too little either And health functions as the best general defense
There is almost no one who cannot make good use of this item and it is a very good stand alone item too as it doesn't really need much other items to perform well
Perhaps it should have it's damage scale with base ad or health or both as to where it would increase base ad scaling with health I'm not really sure but i do think something has to be done as i see several of them in every game across all kinds of different champion classes
I don't like handicapping items for certain champions although sometimes this is the best method, as is the case with items which allow for cc and such like mallet, i do not think this is needed for cleaver i would rather change the way it interacts with other stats to incentivize building more of certain stats to make the item more effective Already gave an option for the damage component
But perhaps the shred component can be altered too
it could scale with your own resistances or armor to determine how much you can shred As fighters and juggernauts would build these stats anyway and it wouldn't make the item worse for anyone else it would just require you to get some of these stats yourself
As for
it's just a shit item it gives like 925 worth of stats for 1200 gold essentially making you pay 450 for 175 worth in stats
It puts you behind 275 gold when you buy it that is not acceptable it's like giving up a free kill for buying this item
It should just give it's worth in stats at least