@meddler: could you guys please stop tunnel vision when it comes to champion and item balance?
this is a recurring mistake you make.
youre trying to do a champion or class update. you chose a single or a bunch of champions youre focusing your effords on and identify how you can change their items, masteries and kits to their benefit to improve these champions overall and their gameplay (including counterplay).
at the same time youre completely ignoring the effect these changes have on champions who are supposed to share the same items with the champions youre trying to change.
remember when you redesigned juggernauts to be heavily focused on high health defensive builds? your goal back then was to allow juggs to become slow moving lategame raidbosses who were able to stack 4 to 5 item defensive builds with around 4k health and rely on those high health values to stay alive in the middle of the enemy team in the aoe burst clusterfuck that are teamfights, so they can carry.
and then across the entire season 6 and now with the tank update in season 7 youre massively nerfing health all around on all of these items they rely on, in every case because of other reasons than juggernauts, without providing any sort of compensation.
i understand why youre removing large amounts of health off defensive items. because youre redistributing it into a new tank core item. but this isnt going to help juggs who cant make use of this new item with that 60% negative damage on the active.
i understand bruiser assassins resurfacing is a problem (though i blame masteries like fervor for that).
i understand that youre trying to tune down divers like
who turn into what you could almost call mobile juggernauts.
but whats being done for the other champions whos kits are actually designed to share the same items with tanks now? i was hoping youd do something different this time. youd pay more attention to the wide range effects these item and mastery changes have on other champions. its just such a dissapointment.