Rather than nerfing Dead Man's Plate, can we just make it more expensive?
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.
and add flat movement speed (always) to it?
Increase the cost of
and make it's passive work on ranged champs?
I will make it deal True Damage once you reach LVL 18 (GET REKT)