Fixing Ohmwrecker - making it a proper Tank item
So, I think we can agree the Point Runner passive hasn't made Ohmwrecker worth buying yet, right? Ohmwrecker is a cool idea, but it needs more work.
I'll start with the suggestion. Changes in bold.
Ohmwrecker 2600g, builds from Raptor Cloak, Kindlegem, and 750 gold for recipe
+300 health +50 armor +100% base hp/5 +10%cdr
Passive: Point Runner (as on live)
Active: Taunts any towers in range, forcing them to attack your champion. Grants 70% reduced damage from towers that falls off quickly after 3 seconds. 120-second cooldown. (Values are up for debate, particularly the duration.)
Ohmwrecker on live is very clearly a tank item - that's what the stats seem to suggest. Why, then, does the active feel more at home on an assassin or support?
That's one of the problems with the item as I see it. The niche of "tower-disabler" is a confused one, and it doesn't instantly feel at home on any role. I could see it being an assassin item (tower dives ftw), or a support item (facilitiating other players ftw) as well as a tank item (preventing team damage ftw). Riot has pretty clearly decided it's a tank item, and I'm not going to get into the reasons I agree with them here, but that active - the "disable a tower for 3 seconds" active - is totally not a tank active.
The tank role can be summarized as follows: keep damage and harmful effects from being inflicted upon your team by placing yourself in harm's way. Sometimes that's literally what happens
and sometimes not so much
but the biggest thing tanks tend to have in common is that they are effective by being present. They bodyblock. They drop localized CC. They knockback or stun or glare menacingly at the enemy because the fact that they can do so causes them to generate threat - and if they're generating threat, the enemy is expending resources against them that would otherwise be used against vulnerable teammates.
When you disable a tower with Ohmwrecker, that gives your team a 3-second window to wreck as much as they can before the tower starts shooting again. There is no way to work around this for either side, and when the tower starts shooting again, it decides pretty much at random (or based on who's been dealing damage to champions... which is more likely to be a squishy than anyone else). This is not a tank ability. You can drop this and walk away if you want to and it will be just as effective. You can breakdance under tower for the entire duration and that won't make it more effective.
But if the active becomes a taunt, you are forced to play the tank.
3 seconds isn't enough? Then the tank can choose to stay and keep taking the hits while the rest of the team cleans up. Tank doesn't feel like committing? Then he has failed - he walks out of tower range, it reselects its target, and his team is in serious danger. This also forces the enemy team to make a decision: do they kill the tank quickly to get the tower back into the fight? Or do they fight as normal, mindful of the fact that they've lost most of their defender's advantage?
It helps earlier on as well, especially if the tank is a jungler. Feel like diving a tower as Hecarim, but your allies in lane can't get in safely? Turn on Ohmwrecker and hold the door for them for just... one... more... second. Friendly Zed has drawn turret aggro? Pull it off him and give him the opening he needs to melt faces!
...And while we're talking about Ohmwrecker anyway, maybe we could make the Point Runner passive work on dead towers too, like the PreS5 patch notes said it would. By the time you get Ohmwrecker there frankly aren't going to be many towers left to use it on.