A Possible Answer to Unwanted Tank Builds
TL;DR: Why not make health on items a base stat multiplier, a la health/mana regeneration, and buff the health/lvl growth of "true" tanky champions? Perhaps the same could be done to armor/MR on items, too.
It's a pretty common complaint now that some champions who go tanky... well, really shouldn't be doing that. By all rights, the idea of champions like Fiora, Fizz, Akali or Master Yi building lots of health, or just marksmen picking Sterak's Gage, should make no sense, but that's unfortunately the case right now. There are probably a lot of different reasons for this (there's probably too much damage in the game overall, which is why squishies need to go tanky to avoid getting bursted too hard; several champions have a bit too much base damage and not enough scaling; some tanky items are just flat-out too strong; etc.), but the core issue is that tanky builds are way too effective on champions who are meant to be innately squishy. Dead Man's Plate on its own brings very similar benefits to any champion, whether the wielder is Yi or Garen, for example, and whenever it or similar items get nerfed, it's often to the detriment of tanky champions who aren't especially problematic, but who relied on those items and are now flat-out weaker because their build was abused by someone who shouldn't have been using those items in the first place.
With this whole issue of tanky builds being far too generally good, I think the core problem is that there needs to be better stat binding between tanky stats and tanky champions. Obviously, it wouldn't be a good idea to slap health-based scalings onto every tank or juggernaut, but it would likely be worth making it so that they'd benefit significantly more from even just one tanky item than a champion whose playstyle, strengths and weaknesses are innately dependent on their intended squishiness (looking at you, Fiora). The answer to that, besides a bit more special-casing (e.g. making Sterak's melee-only, shifting Titanic Hydra's power away from raw AD and more onto its health-to-damage ratio), could be to make item-based health an amplifier to the champion's base health stat, and then buff the health growth of tanks and juggernauts (and probably divers, too) so that, in the end, those champions would end up with similar or identical amounts of health in their builds, whereas the rest would get much weaker returns (Rylai's and Liandry's should probably have their stats tuned to give the same amount of health to mages, though, and/or mages dependent on that combo could have their health growth buffed as well).
Aside from the main effect of discouraging tanky builds on squishies, I feel a change like that could also carry many other bonuses: Doran's Shield, for example, could be adjusted to either scale way better into the late-game (by switching to scaling health) or provide a significantly better early health boost than other items (by sticking to flat health). Counters to health, such as Blade of the Ruined King, Giant Slayer or Liandry's Torment, would become a bit less generic and more reactive, and with proper tuning Warmog's would probably not even need to stat-check its wielder to provide its regeneration, particularly since Soraka, the main outlier, can obtain it with just a Ruby Sightstone (and sooner than that with Locket of the Iron Solari). Going even farther, health-boosting effects like Dominus, Feast, Fury of the Sands or Wild Growth could be made to boost base health and therefore synergize better with tanky builds (Soul Furnace should probably just stick to providing bonus health, though).
What do you think?
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W damage which deals damage dependend on health ... hp dependent shields ... the healing mechanics ....