Defense stats from the runes need to be tuned up* Overgrowth and Flex HP per level *
Currently the Overgrowth is a huge nerf for primary user [Tanks] and a buff somewhat for squishy [ADC, Mage, Support]. However as much I love tanks [
mains ] , I disliked the fact that tank could get a massive health bonus thanks to old Overgrowth as it was giving 0.8% of their MAX HEALTH.. Flat Health seems more appropriate but the number is fairly low to what it should be. Right now you gain 3 Health for every 8 minions who dies arround you. Getting a 2.5% Max health when 120 minions die near you is nice but next to old Overgrowth, this is a huge nerf.
Here is my proposal: Keep the flat health gain instead of % of max health making it appealing for more user than just pure HP tank [
] but increase the flat health gained from 3 to 5-6 . Also to reward tank for taking this runes even with the nerf for them, increase the max health gained from 2.5% to 5%. Now you have a decent runes for everyone without making it overbearing for hard HP stacker [
].
Now for the Health gained per level we dropped from 30-270( If you took Resolve+ Inspiration), 35-300(If you took Inspiration+Resolve and 15-135( If you took Resolve+Precision/Domination/Sorcery.. In general it's a nerf even for people wanting Resolve primary and secondary. And it's even a bigger nerf for Resolve+Inspiration and Inspiration+Resolve users... dropping by 35-300 to 15-90 wich is a 25-210 health lost.. this is huge . Riot need to tune up both of this . Free armor and magic resist is fine as we got stat compensated so it should remain the same but the HP lost need to be tuned up.
Thanks for reading, Nicolas