The problem with items
It is starting to come to a point where it seems items are becoming a large problem with the game, resulting in very troublesome situations such as the notorious tank
&
. But also with things like
when it was released. But instead of talking about singular items in general, we must say what is the problem with items in the game.
Tank items make tanks do what they need to, and when they are strong, tanks are strong. And when you mix it with champs that don't need a lot of damage to do things, you have a toxic mix. Because items give only positives (mostly (manaless champs and mana~ex.)). Which allows for champions that are very good at one thing gain access to things they shouldn't abuse, and force the item to be changed in the end, lowering the bar entirely because of 1 champ.
I believe it is time for riot to put in items that are TRUE tank and TRUE damage items. Where say you have one item that gives 50 armor, a TRUE tank item gives 75 armor, but for that extra armor you trade off your own damage output/speed, etc. Same with damage items, trading damage boosts for reduced defenses/mobility. Resulting in tanks that really don't want to give up on there innate tankyness for more damage, or where strong champions can't abuse tank related items for risk of being weaker in general. and allowing ture damage items cause you to be squishier than an orange left in the sun all day, but one that can hit like a truck.
for example:
WAS a tank item, but devolved into a carry item with it's passive and shield, now say if you built this it lowered your bonus ad by say....10-15%, allowing champs that don't build a lot of damage to reap the reward of the stats, and allow the use of the 25% base ad boost. If so, would it have been a must buy on every adc when the marksman rework was out?
Do you think this could fix some of the problems with items and champs in the future?