@Xypherous: About that PBE Warmog change
I don't have much hopes about writing this, but seeing as even trinkets started as a forum suggestion one day, hey, might as well try.
You know, between
Negatron gaining HP regen, that new tank jungle item giving movespeed, and
Warmog's change, I can't help but wonder: perhaps it's time to admit your mistake, and bring back Force of Nature? And also return Warmog to its original state of being a stackable huge HP item (but without the regen this time around). I mean, think about it:
- Current PBE Warmog is designed to be an anti-poke item, but its build path, price point and stats make it too good to pass as a rush item on any toplane, in the same vein as
Sunfire used to be at one point. Instead of a niche item, we get a generalist item, and we either have to nerf it until it's no longer compelling, but isn't as effective at what it's supposed to do, or we have a single option that makes all others look crappy by comparison. - On the other hand, most long ranged pokes in the game do magic damage. Therefore whenever you're up against a heavy poke team, you almost always want to buy magres. And at the same time, if you focus too much on counterbuilding enemy poke, you're vulnerable to other threats, such as enemy ADs.
So, anyway, long story short, my suggestions:
Force of Nature - reintroduced
Build:
+
+
+800 = 2520
– 90 magic resistance
– 100% base HP regen
– 6% movespeed
Unique passive: 0.2% HP regen per second (increases to 1% HP per second if no damage is taken for 8 seconds)
Pros:
- Biggest raw magres item in the game, sort of
against that overfed Ahri/Syndra - Tank item which gives a bit of mobility: the niche that is kind of lacking in the current League.
Cons:
- Cost efficiency is pretty lackluster: the upgrade price goes toward regen and speed effects.
- No HP means you're screwed if their AP carry builds Void Staff.
And,
Warmog's Armor:
Build:
+
+
+900 = 2700
– 700 HP
Unique passive: whenever a nearby minion, champion or a non-epic monster dies, you gain max HP equal to 1% of their max HP (stacking effect capped at 500).
Pros:
- REAL SOVIET HP item. A lategame fantasy for tanks, sort of like current
SotAG - Equally effective as a snowball and a reversal item, because of the way the passive works.
- Lore consistency. As I recall, Warmog was a troll warlord, and this passive works similar to that of Trundle, making the connection.
Cons:
- Is not cost efficient unless stacked at least halfway.
- No utility/resistance/sustain beyond raw health. (The effect increases max HP, but doesn't refill current HP)
- In the time it takes the item to ramp up, the enemy team can react accordingly.
The problem with this change is that that new regen ring loses another upgrade path, but I'm pretty sure that the gains from these changes outweigh the potential losses involved. Your thoughts, community?