[SUG] Thoughts on removing Warden's Mail
This suggestion might come as a shock to you but hear me out. Lately I have a feeling armor item have been development as individuals and no longer as a whole anymore:
waveclear item for tanks (mostly ap damage tanks like
)
engage item for juggernauts (like
)
supportive armor item for tanks/supports (like
)
juggernaut onhit item (like
)
item designed to counter crit for tanks/supports/juggernauts/fighters/...
item designed to counter marksmen for tanks (
has it as core right now)- Other:

The main issue I have right now is how all these items are linked together. Tanks have to decide what direction they want to go really early in the game. They can't really rely on factors:
=>
(
)
=>

=>

So as you can see is Warden's Mail the only direction that forces you into the decision starting from your first back. This has giving a lot of problems lately. They can't really be seen as situational items when the componements already decide their final move. With the removal of Warden's Mail I want to suggest the following changes:
#
Glacial Shroud
- Recipe:
+
+ 150 - Recipe cost: 1200 gold
- Stats: 40 Armor, 250 Mana
- UNIQUE Passive: 10% Cooldown Reduction
#
Iceborn Gauntlet
Unchanged (combine cost is now 450)
#
Zeke's Harbinger
- Recipe:
+
+
+ 330 - Recipe cost: 2400 gold
- Stats: 40 Armor, 250 Mana, 50 Ability Power, 10% Cooldown Reduction
- Passive & Active unchanged
#
Randuin's Omen
- Recipe:
+
+ 1100 (same as
) - Recipe cost: 2900 gold
- Stats: Unchanged
UNIQUE Passive – COLD STEEL:Removed- UNIQUE Active: Slows the movement & attackspeed of nearby enemy units by 25% for 3 seconds (60 second cooldown) (500 Range).
#
Frozen Heart
- Recipe:
+
+ 800 - Recipe cost: 2800 gold
- Stats: Unchanged
- UNIQUE Aura: Unchanged
This will make the gap between tank & regular armor items bigger. The main tank item now get decided starting from 800 gold rather than 300 (basicly 2th back). This will give more room for item diversity and you no longer get pulled to a sideline that puts you in a static position. With attackspeed reduction been delayed to a later stage in the game.
on supports will gain more value. While
will forfill the role on the frontline. Last but not least is
that gives players the option between passive or active power (
/
) just like adc's have
. The gap between randiun & deadman is offcourse a lot bigger but I think it's worth trying.
Thoughts?
and marksmen that all rely on these stats.
and
then who rely on attack speed more than crit?
, and on-hit/attack speed carries who deal damage with on-hit effects.
exists.
wouldn't effect it.