@Riot: Could 120+ base armor at level 18 be healthy thing for a champion to have?
There are some melee champions that have damage reduction. Others have tons of hard CC and crazy amounts of mobility. Some of them have loads of self-heals. A few more can choose not to exist for awhile. Something something assassins.
But then there are those who aren't assassins, who have nothing but close-range damage spells that scale with AD. And their players are stuck buying armor all game.
It breaks my heart.
That much base armor at level 18 sounds absolutely crazy, but somehow it still feels right for me to talk about it?
Bruisers naturally having armor while carries need tons of damage items doesn't feel like a double standard to me? I still don't know.
But what I do know is that I feel no sympathy for marksmen and casters for having to buy a ton of expensive damage items. Maybe it's because they can still choose to buy defensive items and get away with it, but they simply get damage instead because it's better for teamwork and people are obligated to get them since they're carries. And yet bruiseyfolk must build at least half of the armor items in the game or they are Meals On Wheels.
Armor itemization is struggling to stay in the game because the stat itself is good on everyone and so the items have generally terrible synergy with one another. Meanwhile some champions' kits are only fleshed out and mean something when they have lots of AD, but they can't have any and also relevant until they have 300+ armor. They can't have their dessert until they spend 30 minutes on their freakin' peas! I say throw them a bone, both armor itemization and bruisers. Give AD-heavy bruisers some extra armor; nerf their dps if need be.
While the champions I'm talking about see plenty of play, their kits are tragic. I feel so bad for the champions' kits that still can't make it off the ground after 4 seasons. Is it worth it for you to make this change, Riot?