If you removed Warmog's from ARAM
Then remove

Then remove

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50% vs minions. Wouldn't make sense vs champions.
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Which is why no one asked you
Ummmm Why? Warmogs was broken on ARAM because it's healing was passive. All a tank would need to do to be ready for another dive is step away from combat for 15 seconds and be back to full health. Everyone else has to actually be active to get their health back.
well, the poke of doom is still there, just now there is no way to build against it...
So we should just remove all regen items so poke becomes 100% dominant?
The thing is that Tanks had to do that because they dont build damage for lifesteal to scale off of. in addition to that damage is designed to scale harder than defense trying to tank is a chore in itself for each and every slot. and tanks have to be in melee range to be effective. Its far less fair that champions get to sit back and chunk 1/3rd of your health from long range each spell than a champion having to make sure that they are inactive to get healing.
No adcs are designed to follow up and deal constant damage (low if they are balanced that adds up over time, High if its any meta after season 3) Not to mention LifeSteal shits on their supposedly squishy nature when they only have 300 or so diffrence from tanks base hp in alot of cases and about 30 armor in most cases. Sitting back and doing one off damage is what mages were supposed to do but They dont have cooldowns anymore and by time they use their combo their first spell is comming back up. because of riot constnatly buffing them to keep up with adc damage even though they arent supposed to have similar damage to what adcs do with constant all ins.
I guess the problem was that a few champs (like
) were buying it while still having their poke power. Just make a workaround, like make it melee-only or heal only to closest 1/3rd (like nexus towers)
Could give it the cinder-hulk treatment. Gain 10-20% bonus health, then heal up to your total bonus health. Reduce the value on front-liners that don't buy a lost of defense.
Make it so the threshold is X bonus health instead of X health.
Just remove all items, summoner spells, and champions. People then may stop whining about adc.
no way riot champions with different abilities in my league? op
I mean there is a huge difference between the items.
You have to compete with 4 other champs to lifesteal off minions and let me tell you killing the wave is peoples favorite thing to do.
barely has a kit on ARAM. (T_T)
Dude....Yorick has a fine ARAM kit. Also a 55% wr
dont have ARAM kits
I'd ratehr see a replacement for warmongs that fills the HP+sustain gap, just not with the same insane passive sustain from warmongs.
[{quoted}](name=Sire Hippington,realm=EUW,application-id=3ErqAdtq,discussion-id=bzmA6Y2F,comment-id=0009,timestamp=2018-06-06T19:05:15.618+0000)
I'd ratehr see a replacement for warmongs that fills the HP+sustain gap, just not with the same insane passive sustain from warmongs.

yea, overlords would certainly go into the right direction
If Overlords comes to summoners rift warmogs is a dead item
No LOL Just NO Tanks have really good HP regen already. They can also still build Spirit Visage
No LOL Just NO Tanks have really good HP regen already. They can also still build Spirit Visage
Warmogs was a way to deal with poke.
You are supporting the fact they got rid of the only way melee comps could compete with poke comps.
Just hush.
I have played around 1500 ARAM's Wormogs was busted because if you did not poke a champ for 5 seconds they would be full hp again. Lifesteal is different than hiding in a bush and coming out full hp!
I have played around 1500 ARAM's
Guess what. That means nothing to me because I've played way more than that.
Well yeah, ive played 13 fucking billion ARAM games and I still think oracles extract is a waste of gold, and Warmogs needs to be put back. Like damn that shit aint ranked. Who the hell cares if a Garen has full HP after 3 seconds out of combat, he does no damage if he rushes the warmogs. Why people gotta complain about items, the issue is obviously poke champs need to be tuned down if youre gonna get rid of counter poke items.
because champions that shouldnt build it build it and its op ADC's and Mages can build it last or second last after ROA is done stacking.
Warmogs was a way to deal with poke.
You are supporting the fact they got rid of the only way melee comps could compete with poke comps.
Just hush.
I won a melee(4 melee and 1 Miss Fortune) vs ranged on ARAM. I dont think anyone build warmogs. I can link the screen shot if you want.
I won a melee(4 melee and 1 Miss Fortune) vs ranged on ARAM. I dont think anyone build warmogs. I can link the screen shot if you want.
4 melee and 1 MF still isn't melee.
Tanks have shitty hp regen because the more max hp your buy the less your current hp regen is worth but riot removed all the tank items that had
on it. And you cant stack Armor/ magic resist because penetration items are so dam powerful and those armor/ magic resist items are so dam weak the only good one stat wise is
but only when its passive is up which means you are in an unfavorable situation and its active cuts your damage out because squishy ranged champions were crying that they were taking damage when they were squishy and didnt use their range advantage
all give you hp regen.
Bye.
Two of those are tank items
Helm, Tit Hydra, and Righteous are. ] Repetition is cheap and a great first item for anyone.
Only tank item here is
and
.
But
Hs horrible stats (even if its one of the best among magic resist items) and
has even worse stats is solely bought for its active otherwise its a wasted item slot.
They're not even good on ARAM. They're too costly and the build paths are inefficient for a map that's so fast paced.
On the plus side, you have options to counter it.
. Lifesteal options require champions to be in combat. There's at least some interaction vs someone building mogs.
"Ah oh ouch! I'm at 25%!"
into wall and away from harm
*restores to 100% hp in 8 seconds
*
"outplayed!"
And the item itself enables very uninteractive builds. It's not just tanks.

to name the bigger culprits.
you know what is uninteractive a long range poke champion hits one spell 1/3 of my hp is gone despite my at least 4 defensive items thus i have to sit back warmogs or no warmogs just to not insta die every 5 seconds of being in lane because i didnt reroll my melee champion because the enemy team usually has 3-5 of such champions
I'm glad Warmog is gone. It was just too strong. But to me, the worst offenders weren't the pure tanks like Rammus and Malphite. The ones that broke Warmog were champions like Trundle and Darius who pumped out high damage while remaining invincible.
Thing is to do that you have to 1 get in range to do damage then 2 get out of range when low with no excapes. THings like that are completely the fault of the the enemy team who let them get away
Personally the only person I felt really broke Warmogs in aram was
. Everyone else I felt was annoying sure but that item made her insanely stupid in aram...
Difference is: Warmog's was just an anti-interactive item that simply made comps with weak all-ins completely unable to kill off a tank. However, Lifesteal is a vital stat for an ADC to actually be able to kill a tank, or even survive in a teamfight.
Been about a week now and I still don't miss Warmogs.
If you fail to engage as a tank long enough to be poked out in late game, you failed to do your job. The only thing removing
did was made
slightly less toxic.
and

Warmish users were not the most unbalanced win rates for ARAM. That's the only thing I don't get. This doesn't affect the worst ARAM issues. IMO start at the top if you want to balance the format
Did it really hurt tanks/juggernauts that much? I play ARAM quite a lot, yet I didn't see warmog being bought that often. Personally I felt like it was either useless, because of opponents whose all-in was just too much or because they had GW, or it was overkill, and it made already winning games a joke. i won't deny that in more than one occasion it could've been a game changer, but it wasn't a common occurrence.
I like playing tanks, so I too am a little pissed that they take a tank item away from us from ARAM. But I never saw it as a must buy. Instead, I dislike the choice to remove banner of command, that too wasn't a must buy, but was a fun item overall, and it don't think it was oppressive or unfun, even if used vs full AP teams. In addition, now that upgraded minions aren't immune to magic damage anymore, there shouldn't be composition that are totally unable to deal with them, so I don't really se a reason to take it away.
I agree with you on one thing though: lifesteal should have reduced effects in aram, otherwise an adc staying at full health by hitting minions (and poking) isn't that different from a tank with warmog.
Did it really hurt tanks/juggernauts that much? I play ARAM quite a lot, yet I didn't see warmog being bought that often. Personally I felt like it was either useless, because of opponents whose all-in was just too much or because they had GW, or it was overkill, and it made already winning games a joke. i won't deny that in more than one occasion it could've been a game changer, but it wasn't a common occurrence.
I like playing tanks, so I too am a little pissed that they take a tank item away from us from ARAM. But I never saw it as a must buy. Instead, I dislike the choice to remove banner of command, that too wasn't a must buy, but was a fun item overall, and it don't think it was oppressive or unfun, even if used vs full AP teams. In addition, now that upgraded minions aren't immune to magic damage anymore, there shouldn't be composition that are totally unable to deal with them, so I don't really se a reason to take it away.
I agree with you on one thing though: lifesteal should have reduced effects in aram, otherwise an adc staying at full health by hitting minions (and poking) isn't that different from a tank with warmog.
I think it hurt juggernauts more than it hurt tanks to remove warmogs. When I played a tank, warmog would be one of the last defensive items I would build. I usually go for the health/armor or health/mr items first. The health provided by warmogs is just not good enough a defense against hyper scaling champs like veigar who can hit you for 1000 damage on a 3 sec cooldown and nuke you for 2k after that. You need to stack MR/Armor fast as well health to curb that kind of damage. With that said, if you were gonna build a single defensive item on a juggernaut build, warmogs makes sense since it pads against all types of damage (magic, physical and true) regardless of what your up against.
I don't want lifesteal removed, but I'd like to see Warmog's back in ARAM. Sure, it can heal you to full, but it also requires leaving the team fight for 10-15 seconds in order for it to activate and heal, which is sometimes worse than just staying in and continuing to cc/peel until you die. Not to mention, the 10% CDR was pretty damn nice for some champs vs certain matchups. Melee only is a better solution that completely removing it.
Maokai is the only melee in the top 20 atm, and he often times didn't build Mog's. Looking at the 'Strong' and 'God' tiers for ARAM, I'd say that Warmog's has little influence on the outcome of ARAM games, post and PRE removal. http://www.metasrc.com/all/aram/current/tierlist?ranks=all
You know how there are map specific versions of
and
and such, that are buffed a little but to account for the game mode?
Why can't we have map specific tweaks that are slightly weaker versions of things?
Like, Warmogs that takes longer to kick in, or heals slower, or maybe only turbo-heals you up to half?