An Idea for Conqueror
I had a thought recently about not just conqueror but the excess of true damage mainly as a result of it.
The whole idea of Conqueror is that it gives bruisers/auto-attackers that don't already have true damage a way to cut through tanks. That was the original idea at least.
Yes it has successfully done it's job. Just... too well. And with healing and even more damage in a meta where there is already enough, it's just a dumb idea. You gotta fight this fire with water not more fire.
Correct me if I'm wrong but Gangplank and Darius are like the only champs in the game with an ability that ignores armor (Gp's kegs ignore 40% armor, Dar's e grants passive 'ignore armor').
Why not just make conqueror a rune that helps you ignore armor.
Eg.
Make it like old Conqueror with the whole 4 seconds in combat then an auto attack triggers it, but instead of healing and dealing true damage, you ignore like 30 armor or 15% armor whichever is more. Giving it a reasonably high base stat but a smaller yet still kind of significant scaling makes it stronger in the early game yet weaker through the mid-game and relevant in the late game. Yes the scaling may be too small but the reason you tigger conqueror is with an auto attack.
This rune was designed for auto attackers. Riven has to purposely involve an auto attack into the start of her rotation where she may not otherwise. But a Tryndamere or a Trundle doesn't have to do this. Because they just auto attack. Make Conqueror a rune designed for auto attackers, like it was supposed to. Triggering it once or twice on a late game tank aint gonna help. But a full attack speed Tryndamere wouldn't have terribly much trouble shredding reasonably quickly.
The other reason I would much prefer ignoring armor over true damage is counterplay. As a tank, you just start building some armor and unless your enemy is ahead and gets lethality or cleaver, that 30 flat armor being ignored becomes less effective into the mid-game. If you go even in lane against a Conqueror Tryndamere, you're slightly weak early, then mid-game you hit a play making spike where tanks are tanky enough to withstand him as he doesn't have enough damage, then late when he's full items and he has full attack speed he can duel you well. I don't see how that's incredibly unbalanced. Additionally, if that Trynd gets ahead then he has BoTRK, Crit and just more damage that even if you build some armor he can still capitalise on his lead. If you (the tank) get ahead, then he's almost useless until late game (where he is supposed to be a split pushing demon).
Theoretical Idea. But in my mind plausible.
Thoughts?
p.s. I don't think this should just be a Conqueror thing. I think true damage is the wrong way to answer a tank meta: make certain abilities/runes/items ignore armor instead of dealing true damage