True damage rework ideas, nerfing it to allow it more strategic value and less overwhelming value
Conq, Vayne W, Etc
True damage is what it is
how I'd reccomend dealing with it
First: all sources of %hp true damage will instead become magic or physical depending on where they're from: So vayne W will be Physical for example, no %hp stat should ever be true damage, it's unhealthy towards everyone and dissuades building defense on all champs from the squishiest to the tankiest.
Second: True damage while not directly debuffed by stats like armor and magic resist should be subject to other sources of interaction specific reduction: Examples include Randuin's omen or dorans shield vs IE crits.
Third: Conqueror needs to be an item not a mastery, While I see where it is useful and needed for various champs to be.. not useless in certain sections of the game, Maybe it shouldn't be a keystone? I'd put it on an item requiring
(1300)
(1500)
(900)
(720)+680 which would be a 5k item that grants a lot of stats plus the conqueror stats. this is priced so high as to dissuade adcs and mages from building it, it also will have the unique passives "Dissolve" and "Last Whisper" to represent the direct pen. Following this to activate the conqueror passive and maintain it you will have to stack up five times similar to
which we can represent as a non-stacking passive, maybe giving it a name like "Overpower" or something idunno
final stats will just be that of the combined items plus the new stacking passive which allows for 20% damage converted to true damage, with 15 magic pen, 10% armor pen, and the various soruces of armor/mr/ad/ap. This is designed to discourage people who can't fully utilize it from buying it.
Fourth: in place of conqueror we can reintroduce fervor of battle but have it grant adaptive force, and have it grant stacks on autos or on casts. The trick to this being fine would be to place it in another tree, i'd suggest either having it be put in the sorcery tree which is currently fairly weak but accessible to all, or the resolve tree, as it is more akin to the types of champs that need this rune.
i'd also suggest making this rune scale in a strange way, make it require 15 stacks to get max potential, each stack increases your ad or ap by 1%, spells grant three stacks and auto grant 1, which means you'd have to be in a fight for a little bit to actually have it go off. at 15 stacks the % value increases to 30%
you may think "But what about poor yasuo? he'll never be able to afford both a 5k infinity edge and a 5k Conqueror's item! How will poor defenseless and perfect yasuo function?" Well it'd force him to pick between 20% true damage or 20% true damage instead of 40% true damage
Edit touchpad tapped save FUUHHH
so yeah this adds more value to true damage by giving it restrictive design. It will make it so that if someone is stacking resist you can go for the true damage item, which will mean they gotta stack some health. the true damage item will require a cumbersome build path but will offer some remedy along the way for issues encountered by that enemy. For example if you're a darius and for some reason the malphite is an issue, you'll be building some MR, HP, and Armor pen on the journey to really help deal with him, but you wont be spamming this every game now will you
It's designed so that it does not stack with

spin
tentacles
bleed
e or
w