On Phantom Dancer and Death's Dance...
Currently,
and
are pretty strong. Perhaps overpowered seeing as they're mostly used by marksman who's only real weakness is somebody getting up in their faces and blowing them up.
So while it feels awful as a marksman to get burst by assassins and (pre tank rework) tanks alike, it also feels awful as an assassin and tank to do very little damage to a marksman simply because they finished one or both of these items.
So it's clearly unreasonable to ask Riot to delete these items completely and also completely unreasonable to ask they be left in the state they're in.
Since Riot is all about counterplay and windows of opportunity, how about we define the strengths and weaknesses of these items so they actually offer good stats for the marksman but also good counterplay for everybody else?
Example: Phantom Dancer's 12% damage reduction buffed to 15% damage reduction, but only for 3-4 total seconds after taking damage from one enemy. 30s cool down on this passive. -This allows plenty of damage reduction against burst but also allows the assassins and tanks to get into their faces and have an impact after 3 seconds.
Death's Dance keeps life steal but the damage distribution only applies to most recent enemy attacked. -This allows plenty of time to life steal against a single enemy but if an entire team is focusing the marksman they don't have the opportunity to tank every bit of damage incoming, only the damage from their priority target.
Thoughts?