Warmog's threshold should look at resistances as well as health

KFCeytron··11 votes·6,781 views

The threshold was reduced in 7.9 because:

Pulling health out of our tank items left Warmog’s Armor feeling a bit inaccessible.

It was increased in 8.5 because:

The Warmog's Heart passive is currently forcing this passivity too early in the game, and specifically at too low of an investment. We want champions to be able to opt into resisting poke patterns, but it should take more of a durability investment than just Warmog's Armor to do so.

The health threshold makes this not just a tank item, but a health tank item. You need to specifically acquire health, not just "tank items." Your "durability investment" needs to be health items. Why should items like Stoneplate, or even intermediate items like Chain Vest, not be considered an investment into tanky items that increase your durability? Why should Cho reach the threshold sooner with his ult, but not Garen with his W (I'm still mad that mechanic has a stack limit, unlike those of other stacking champs, but whatever)? Hybrid items like Cleaver count towards the threshold, but another hybrid item like Veil doesn't?

Give armor and MR an appropriate weight for their gold cost and item budget, and then include them in the Warmog's activation threshold. The threshold can then be adjusted for actual durability rather than just health values.

N.B.: I am assuming that Warmog's is a healthy item rather than being kept intentionally weak to prevent people from using it and messing up games, like old Urgot.

7 Comments

It Hertz When IP2 votes

But what if I'm a tank facing a predominantly (for example) magic damage team? I don't want to have to build armor vs mages and AP bruisers just because otherwise Warmogs won't work.

KFCeytron1 votes

[{quoted}](name=It Hertz When IP,realm=NA,application-id=3ErqAdtq,discussion-id=KFrHXlcQ,comment-id=0003,timestamp=2018-07-31T15:48:58.317+0000)

But what if I'm a tank facing a predominantly (for example) magic damage team? I don't want to have to build armor vs mages and AP bruisers just because otherwise Warmogs won't work.

I meant that any combination should be allowed, similar to how "takedowns" include kills and assists. Critmaster Garen suggested above that there could a health requirement AND a resistance requirement to give room for buffs, but I think that simply including more defensive stats into the calculation would be a good start. Say they go with 8:1 - you could then build 2000 health, 80 MR, and 45 armor to reach the threshold (2000 + 80*8 + 45*8 = 3000).

RookPusher1 votes

I'd love to respond but I'm not sure what you're saying here. Want to include a synopsis?

redniwediS6 votes

He wants the health threshold on Warmog's to be based off of effective health instead of total health.

Critmaster Garen1 votes

hmm. interesting. id be fine with an even higher threshold, giving it a health and resistance requirement (3000 health, 100 armor and mr), if theyd buff the damn thing.

it used to be the big health item, that youd pick up if you just wanted a large amount of raw health.

they could remove the regen passive and make it increase your bonus health by 10% instead.

just give us a version of warmogs back that gives us more than 1k health again.

or put a Volibear passive on it and have it heal us for a 30% of our maximum health over a couple seconds, when we fall below a certain threshold like 30% health. that would be cool too.

KFCeytron2 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=KFrHXlcQ,comment-id=0001,timestamp=2018-07-30T21:15:43.081+0000)

hmm. interesting. id be fine with an even higher threshold, giving it a health and resistance requirement (3000 health, 100 armor and mr), if theyd buff the damn thing.

it used to be the big health item, that youd pick up if you just wanted a large amount of raw health.

they could remove the regen passive and make it increase your bonus health by 10% instead.

just give us a version of warmogs back that gives us more than 1k health again.

or put a Volibear passive on it and have it heal us for a 30% of our maximum health over a couple seconds, when we fall below a certain threshold like 30% health. that would be cool too.

That's the main problem I'm worried about: I don't know whether Riot wants people to build it. I'm fine with the idea of a multiplicative item that works better on top of other items, but at the moment it's specifically a health tank item rather than simply a tank item, in the same way that IE is specifically a crit ADC item while Deathcap is simply a mage item.

mzicio1 votes

Imagine the interaction with Sejuani's passive, kek

More from Gameplay

More by KFCeytron