I agree that tanks (especially health stackers) haven't been feeling especially tanky for a while now, which is kind of a loss of fantasy for players of champs like Nautilus, Dr. Mundo, Singed, Zac, etc.
How would you guys feel about...
Blade of the Ruined King
Cost: 3200 (900)
+25 Attack Damage -> +20 Attack Damage
+40% Attack Speed -> +35% Attack Speed
+10% Life Steal -> 8% Life Steal
UNIQUE Passive: Basic attacks deal 8% of the target's current Health in bonus physical damage (max 60 vs. monsters and minions) on hit.
UNIQUE Active (90 second cooldown): Deals 10% of target champion's maximum Health (min. 100 -> 150) as physical damage, heals for the same amount, and steals the target's Movement Speed for 3 seconds (melee champions steal 25% Movement Speed, ranged champions steal 15% Movement Speed).
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Bilgewater Cutlass
Cost: 1400 (240)
+25 Attack Damage -> +20 Attack Damage
+8% Life Steal
UNIQUE Active (90 second cooldown): Deals 100 -> 150 magic damage and slows the target champion's Movement Speed for 2 seconds (melee champions slow 25% Movement Speed, ranged champions slow 15% Movement Speed).
Would this be a potentially healthy tweak? It would remove some of the extra power on BOTRK to make it clear that the health shredding is the reason to upgrade it from its components, with slot efficiency and other tacked on bonuses just being icing. With these changes, it might become less of a must buy, especially on ADCs, and more of a strategic counter against heavy health stackers. All in all, this wouldn't change much, but I think it would probably be a healthy nudge and it is slight enough that it wouldn't require other major rebalancing alongside it...
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Also, here is an idea for a change in defense masteries:
Runic Blessing: Start the game with a 50 Health Shield. The shield regenerates each time after respawning -> Mastery removed; Legendary Guardian shifted into its position on skill tree.
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Tenacious: Reduces the duration of crowd control effects by 15% -> Effect unchanged but mastery moved down a tier in the skill tree (into Legendary Guardian's previous position). Requires 1 point in Swiftness.
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*NEW* Unbreakable: Reduces the effectiveness of Armor and Magic penetration effects by 25%. Requires 20 points in Defense.
I feel this would be a much more suitable final mastery for Defense (I don't think many people will mind Runic Blessing being phased out either) while providing a much needed buff to one of the non-offense trees. Obviously, players using this mastery would need to be quite invested in defense (IE., a real tank) for this to be effective due to the 20 Defense mastery points requirement.
Here are examples of how this would play out in a game:
Player A -
300 Armor (no Unbreakable mastery)
Player B -
300 Armor (with Unbreakable mastery)
Player C -
Last Whisper [35% armor negation] + Brutalizer [10 flat armor pen]
Example 1 -
Player A is attacked by Player C -> 300 Armor - (300 * 0.35 [Last Whisper] + 10 [Brutalizer]) = 185 effective armor on Player A
Example 2 -
Player B is attacked by Player C -> 300 Armor - ((300 * 0.35 [Last Whisper] + 10 [Brutalizer]) * 0.75 [Unbreakable]) = 213.75 effective armor on Player B.
In this case, this is equivalent to Last Whisper's armor penetration effect being reduced from 0.35 to 0.2625 and Brutalizer's flat pen being reduced from 10 to 7.5.