Health and health per level growth is off. Assassins vs Tanks
In my eyes the health per level growth is incredibly off. Especially when we look at assassins and tanks in direct comparison:
564 health at level 1 / 2026 health at level 18
579 health at level 1 / 1939 health at level 18
588 health at level 1 / 2033 health at level 18
I don't think this needs much further explanation. I'll comment on it anyways.
Dedicated tank items are by far not enough to to make tanks durable enough to do their job. At the same time assassins often come with incredible sustain and lifesteal due to their kit benefitting from building these.

There are two problems imminent problems:
-
Assassins are too save. Considering their burst AND dps.
e.g. can teleport a whole screen away and watch his target explode - and continue poking with his long range (Q+W = 1450 range)
It requires quite some chain CC to kill him before he's dashes out of anybody's range.
has insane amount of lifesteal and spellvamp due to benefitial itemization and her passive. Be it
or
, or both suddenly makes her soak a TON of damage. -
**Tanks have a difficult time aquiring the optimal health / armor ratio once the enemy build LW or VS.
Solution Finding a solution is difficult. Even if a game hits level 18 it's by no means over. Builds aren't anywhere near finished. Once they are 200, hell even 500 health make barely any difference when a carry or assassin target you. Thus health per level changes alone won't lead to a healthy balance. (Simply because setting them to a minute 45 adequate level would break level 18).
However, I do think that an in / decrease of 100 early and 300 late can do the trick.
Suggestion
Bring the base health from assassins at level down to slightly above caster level. E.g.
starts with 476 health.
as an ADC starts at 484. Instead of 588
(and
) should be totally fine with around 505.
Meanwhile tanks should have at least around 600. So instead of 564
could start with 615.
As for lategame: I believe we need a meaningfull difference here.
-
Assassins should be around 1800.
-
Bruisers should stay were they are, around 2100 and 2200 (e.g.
has 2137 health at level 18) -
Tanks should be around 2400.
gets some love. Maybe we can even make his start out with 590 + give his W a passive; it will give a bonus of +1/2/3/4/5% (+0.05% of AP) health regen.
577 health at level 1/ 2022 health at level 18
532 health at level 1 / 1977 health at level 18
's injustifiably large base health.
and 
instead.
with some of the highest attack speed base and scaling in the game like wtf man? he doesnt even need it. cut it in half and give him some serious ad so his hits feel heavy and powerful