A different way to balance class roles and items
I thought I would do some math to see if Riot added negative effects to tank items would it be too much or allow for damage dealers to be doing exactly that and make tanks rely on utility.
For example if you added to each pure tank item, -5 aa dmg and -10 ability damage to champions, it would still be fine for any champion to pick up, they would do marginally less damage but would have a lot more defensive stats, so it would be worth it. However, if you buy 6 of them you end up having -30 aa dmg and -60 ability damage. I specify aa and ability damage because usually a tank does not build AP so –AP would do nothing whereas –ability damage would start to hurt after a while and for ad scaling abilities the –aa dmg and –ability dmg would not stack. This makes the buyer of the item have to have at least 1 damage item in order to counteract the negative effects of the pure tank build. This would mean that the full tank builders would more rely on utility than diving in the back line and killing a squishy in one to one and half combos.
Let’s take maokai for example. At lvl 18, in a combo with no damage items and one AA, he does a total of 1070 magic dmg minimum and 120 phys against a 2000 hp target. With proposed nerf, he does 770 magic damage and 60 phys. That’s 300 less magic damage and 60 physical, which may seem like a lot, but is 1 AA and 1-2 abilities. This nerfs the burst potential, but his utility is still there as well as the damage from the active and passives on items such as sunfire(which would not take the damage nerf from the tank items) or titanic hydra.
Another example is Sejuani, a full combo would be 1070 magic dmg and 228 phy(AA reset), with the nerf it would be 670 magic dmg and 128 phys for a total of 798 dmg. This hits her dot ability harder than straight damage abilities, but could be tweaked.
In all, this reduces the combo potential damage from straight tanks, makes them rely more on utility and allows other roles to do what they are supposed to do. This also makes anyone who wants to just be a pure tank who would otherwise build as assassin have to rethink which items to get.
TL;DR Add small negative effects to tank items that would really only change your damage significantly if you build pure tank thus making each tole more defined
What do you think? What different negative effects could there be?