A few questions about the tank update
A few big things i want to ask.
Since you're looking into base stats and tank items. Have you considered doing "steraks scaling"? Have the tank items increase base Armor/MR and give flat HP. This would make them more effective on tanjs and less effective on champs like ekko, fizz and some mages. It wouldnt affect fighters and various melee duelists much due to them having decent defensive scaling but shifts the item focus to be more effective one way, than another.
I consider ohmwrecker to be a tank item, in addition to a diver item in some cases. I believe this is the best time to look into ohmwrecker. It has 3 of the biggest stats a tank wants, CD, Armor and HP, with some movement speed. And the active is good, but under utilized. In addition to shutting down a turret for X secs, why not make it focus the tank afterwards (like taunting the turret). There's also the issue of it being the ONLY item with a combination of armor, CD and HP. Could we get another with a more general use?
What are your goals for tanks scaling? I find their CC is useful early but naturally cant tank much. The spike mid game, then some fall off shortly and sometimes steeply (imo) after due to penetration items alongside crit (there are times i dont feel like a tanky champ at all, and sometimes i feel like i can laugh the damage off)
I almost forgot this. Can we get another MR/HP item for tanks. The only viable ones are Visage if you have sustain or banshee if you dont. This is because Locket and Banner of command had the health removed.