Armor Item Changes

Gnart Even Close··1 votes·357 views

Anyways, Dead Man's Plate is a bit too strong right now and/or the other armor items aren't strong enough. I have a few specific tweaks that I would like to see to adjust them.

  1. Make Sunfire Cape passive a toggle. And I don't mean have it turn off when not in combat like Cinderhulk. The item attracts aggro way too many times and can end up being somewhat of a liability for this reason. Turning it off would not add to its in combat power at all, it would simply make it a safer item.

  2. Lower Dead Man's Plate movement speed to 50 from 60. The item makes some of those champions move a bit too fast imo, which is a large part of why the item is so strong. Lowering it to 50 would make it reasonable, and would also be a nice, clean number. Besides, 50 is a really common number on those armor items (50 armor, 500 hp for both DMP and Sunfire, Randuin's will be at 500 hp).

  3. Lower Randuin's Omen armor and buff it elsewhere. It currently has more armor than DMP and Sunfire, and it also has much better damage reduction passives. It is incredibly effective as a tank item, but it should share the same stat category as the other two items (50 armor, 500 hp). The attack speed slow could be buffed for example, or the crit damage reduction, or even the active.

  4. Buff Ohmwrecker to 500 hp. Just being in the same stat category would make it useful enough to see play. It would make for a much more fast-paced, action oriented meta. It also offers CDR, which is quite nice, and it has a really cool passive. Raptor's Cloak is a solid item, but it doesn't see much play because its upgrades are so weak. This item is really cool and I would love to see it succeed. Of course, it is really stat efficient, so it would need a significant increase in cost. If Raptor's Cloak and Ohmwrecker were reduced to 100% base health regeneration, then a good price for Ohmwrecker could be 3000 to 3200 gold. There might be some concerns that this would lead to more snowballing, but I don't think that would be the case as long as the price kept it situational enough to only be bought for sieging and diving comps. The idea would be to make it strong enough to see play without dominating the meta.

Anyways, these are just my personal thoughts. If you have any particular criticisms of them, let me know. If you just want to stay I'm stupid or bronze or something, just keep it to yourself. I would like to see some meaningful points brought up. Thanks for reading!

2 Comments

Erockandroll2 votes
  1. I wouldn't be surprised if that was an intended weakness for sun fire cape. Considering it gives decent wave clear to tanks that other wise lack it. Having that Achilles's heel, may have been necessary. Though giving it the same activator as cinderhulk may be a fair middle ground.

  2. Yes, not just for it's over popularity. (I don't actually think it crowds anything out, despite it's popularity.) The momentum itself, gives a large amount of overland speed. Speed which would allow you to get to lane faster, gank faster, it's power that doesn't really add anything.

  3. That would make it more Niche, and people would be less likely buy it over other items. Enhancing the niche, wouldn't nessarily be a bad thing though, as long as it doesn't completely invalidate a given strategy. (Meaning, the AS slow or crit reduction shouldn't completely screw over ADC's. Although a little more power against multi ADC comps may be nice.)

  4. Personally, I don't think ohm wrecker makes sense as a tank item. Why prevent turrets from attacking, when general defenses will do the trick? If anything, it would be better as a Support item. (Personally, I think it's active could use a duel cast component on an ally turret. That would actually increase the value of the item.)

Gnart Even Close1 votes

{quoted}

  1. I wouldn't be surprised if that was an intended weakness for sun fire cape. Considering it gives decent wave clear to tanks that other wise lack it. Having that Achilles's heel, may have been necessary. Though giving it the same activator as cinderhulk may be a fair middle ground.

  2. Yes, not just for it's over popularity. (I don't actually think it crowds anything out, despite it's popularity.) The momentum itself, gives a large amount of overland speed. Speed which would allow you to get to lane faster, gank faster, it's power that doesn't really add anything.

  3. That would make it more Niche, and people would be less likely buy it over other items. Enhancing the niche, wouldn't nessarily be a bad thing though, as long as it doesn't completely invalidate a given strategy. (Meaning, the AS slow or crit reduction shouldn't completely screw over ADC's. Although a little more power against multi ADC comps may be nice.)

  4. Personally, I don't think ohm wrecker makes sense as a tank item. Why prevent turrets from attacking, when general defenses will do the trick? If anything, it would be better as a Support item. (Personally, I think it's active could use a duel cast component on an ally turret. That would actually increase the value of the item.)

  1. yeah. it's only really annoying if you're trying to walk through the jungle / near baron / dragon or if you're under an enemy tower and you don't want the aggro. some sort of compromise would be nice.

  2. the movement speed is excessive considering it's the same as boots of swiftness. like you said, it's just too universally useful.

  3. i'm thinkin in exchange for the loss of the 10 armor, the attack speed slow could be changed to maybe 20 or 25% from 15%. the price could be the easiest lever to balance it.

  4. it would probably be best if reworked as a tank support item, for champs like alistar. it could also be useful on some junglers who want to dive a lot during ganks. those are probably the best two roles to market it towards. imo the health regeneration jacks up the price a bit too much, since it adds like 450 gold value. without that, the item could be significantly cheaper and more readily available to supports. the point runner passive imo pushes it more towards lanes, especially solo lanes like top lane, but the rest of the item just isn't good enough. if they made towers more of a threat, maybe by doing true damage, then the item would probably see a lot more play without many numerical changes.

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