Rather than nerfing Dead Man's Plate, can we just make it more expensive?

ValyrianBlade··2 votes·605 views

PBE currently has Dead Man's plate's health reduced by 100 (from 600 to 500).

I agree that Dead Man's plate is really strong right now, but let's look at why. Its closest competitors are Sunfire Cape, Randuin's Omen, and Ohmwrecker.

All 4 fulfill unique roles in the game while still giving the same 2 basic stats: health and armor. Cost, Item: Armor + Health, value of armor+health 2800, DMP: 50 + 600, 2600 3000, Randuins: 60 + 450, 2400 2700, Sunfire: 45 + 500, 2233 2650, Ohmwrecker: 50 + 300 (plus 10% CDR and 150% health regen), 1800 (2657 with other flat stats)

All 4 differ primarly by their passives, which are all useful in various ways: DMP: Engaging (and we're in a meta where bruisers need to engage on adcs) Randuins: Sticking to targets via the slow, and reducing crits Sunfire: Extra damage Ohmwrecker: Weakening turrets (which are already rather weak, so it comes across as a weak item) and bonus MS

From looking at sheer stats, Dead Man's Plate is NOT overpowered. Sure, the passive is really strong right now, but so is Randuin's against crit and it still has a place in the game. There should be a meaningful choice between Dead Man's Plate and Randuin's, but right now DMP is just so much more cost effective as a second or third item...

I think it makes more sense to leave the stats the same on DMP and increase the cost to 2950. Its stats and passive are right in the ballpark with Randuin's, not Sunfire or Ohmwrecker. It should be priced closer to Randuin's rather than made weaker to be like sunfire. Seriously, you take 100 heallth off of DMP and it has almost identical stats to sunfire (just 5 more armor, for 100 gold more, and a different passive).

Leave us with 2 slot efficient armor items - leave Randuin's as a go-to against crit heavy teams (or hypercarries) and leave Dead Man's as a go-to against teams that don't prioritize crit. I'd hate to go back to a time when Randuin's was the only slot efficient armor item other than Frozen Heart if the passive and CDR were really needed.

8 Comments

Critmaster Garen3 votes

if its because its too much competition to sunfire cape, then why not buff sunfire cape?

the problem is its been shit as a duelling item after losing its midgame power since the nerf to the level scaling aura. the only use for it is pushing the lane.

minus 100 hp dead mans, minus 120 hp from veterans scars... why do they always have to double and triple nerf everything?

ValyrianBlade1 votes

Well sunfire cape has the unique use of pushing lane. I'm okay with that - make it a little cheaper so it's easier/faster to rush and otherwise leave it.

Randuins / DMP as the slot efficient items for late game power.

Sunfire as the early game rush item for laning phase / pushing.

Ohmwrecker will sort itself out if turrets are ever actually made strong. Given that anyone who would build an item like Ohmwrecker is fine tanking the turret anyways... doesn't make much sense. Unless you give some turrets percent max HP damage in addition to their armor pen, tanks will always have no reason to build Ohmwrecker unless they're against all AD teams and are just looking for a different armor item after the previous 3 (although thornmail, frozen heart, and warmogs are probably better choices still).

ValyrianBlade1 votes

PBE seriously has a +5 armor buff on sunfire cape. The two items are now identical in stats and differ only by passive (and cost).

Cherysse1 votes

Can we please buff item 3056 and add flat movement speed (always) to it? Increase the cost of item 3742 and make it's passive work on ranged champs?

EDIT: If I was to buff the late game power of item 3068 I will make it deal True Damage once you reach LVL 18 (GET REKT)

ValyrianBlade1 votes

Flat movement speed on Ohmwrecker is an interesting concept - e.g. a tank replacement to boots. Ohmwrecker feels REALLY strong overall though, it's just that its niche of negating turrets is absolutely worthless in most cases. Stats-wise it's already efficient ignoring the MS passive and the active.

I don't think DMP needs to work on ranged champs. Just increase the cost.

True damage on sunfire cape would be OP in my opinion... I like it as a rush item to push lane / splitpush as a tank. Keep it as a cost efficient / easy to rush item, not one that's particularly strong late game.

Just my opinions though.

Cherysse1 votes

Yeah but item 3056 is just too niche, it needs something to help you in battle that isn't so conditional, or maybe make it's power affect allied turrets too, increasing their damage.

ValyrianBlade2 votes

If turrets stay as they are, I'm all for letting it help allied turrets.

I honestly think though, turrets should be made a lot stronger offensively. As in they should still be relatively easy to kill as they are now, they just should dish out a lot more damage to champions that get within range.

I'd be happy with: Outer and/or Inner turrets: First shot remains the same, Second shot has damage increased, 3rd and subsequent shots have additional percent max health damage.

And/or

Inhibitor and/or nexus turrets: If targeting a champion, turret will automatically retarget whichever champion in range has dealt the most damage to the turret and/or allied champions within the last X seconds (i.e. a low damage tank can no longer tank the turret while an adc or mid laner kills everything underneath, thereby making Ohmwrecker useful for tanks).

Cherysse1 votes

If it helps allied turrets it will become a must use for supps and some tanks,

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