Ohmwrecker rework concept
Stats roughly the same
the main issue i have with
is the active
it is really only useful near enemy turrets which fall as the game moves forward making the item eventually really pointless
and it serves to help diving, it can drop turret aggro if your ally takes aggro and he shouldn't and that is probably it's best use and at a certain point people get smart enough to not draw aggro before the tank does in a dive. Besides that, many champions have their own way of dropping aggro Beyond that it doesn't even help with diving anyway if you are the tank because any other tank item already gives you enough bulk to take naps under the turret. It's own stats make it's active useless when you think about it since you get armor and health which makes you last long enough anyway
In which case you might as well pick a different item because those will help more,
helps draw aggro and deal damage with added farm utilities besides diving
helps you get into range first and slow the enemy/deal damage and the movement is also useful outside of diving.
makes you more beefy and also gives a slow which is also more useful
No this item needs a better active, something also useful outside of diving your enemy but still keeping the item centered around turrets a bit
Personally i think an aoe effect would be nice but it has a number of effects
- activating it draws aggro from enemy turret in range
- activating it near an allied turret in range makes it so you take half the damage the turret receives
- The aoe effect creates a dampening field around the caster for 3 seconds which grounds enemies and disables all bonus % movement boosts
Now it's a useful anti mobility tool which draws turret aggro when you activate it, very useful for diving someone has a pile of items giving bonus movement and has dashes etc well they no longer can utilize all that as long as they remain inside the dampening field makes sticking a bit easier prevents escapes without really applying any sort of real cc effects.
This is useful for diving and teamfighting
and you can use this effect to safe a turret during a siege
This way the item is still sort of centered around turrets a but has uses outside of them since turrets fall anyway and at that point you need a way to utilize the active too
The only further things i would change is increase it's regen to 200% from 150% to further solidify this as the siege option among armor items and then increase it's cost to 2800
makes it a bit more in line with the other armor items doesn't give the same amount of upfront bulk but does give more sustain to help with sieging or being sieged upon