Sticking Stat Multipliers on a Jungle Item is Silly

Rebonack··51 votes·3,077 views

I'm not saying that Cinderhulk is over-tuned. It may very well be. But mark my words, if Infinity Edge and Deathcap were both Machete items then you can bet Mages and ADCs would be running Smite, too.

The +25% bonus HP buff should be stuck on new item that can be picked up by anyone. Then just improve Cinder's base HP and burn values a bit to help with jungle clears. Problem solved.

48 Comments

Hard4Hamsters18 votes

Shyvanna I think is the main offender of the Smite toplane annoyance. She can get away with it as she is hard to lockdown with her burnout and can ult away in a pinch. I like that people are using new strategies in the game. The smite/teleport top laners are limited to decreased mobility with increased combat stats. The same thing happens with Hecarim when he goes ingite/tele. The thing they have in common is the insane movement speed and ult to escape ganks and stay safe. The balance team is taking steps in the right direction with the recent nerfs to Cinderhulk. It was really strong on launch but it is going to find a healthier spot. I suspect the item might get nerfed again, but champions that benefit from it a little too much will probably get nerfed as well (looking at you Sej). The idea that there shouldn't be a jungle item with stat multipliers seems to me like just a complaint of facing top tanks who run smite. If you want a real problem, imagine an item that you didn't need to run smite to get that HP bonus. With it being a jungle item, it forces top lane tanks to make a choice. Do they really want that bonus health or do they want more options with their summoners.

Honestly, if there was a jungle item that benefited midlaners more, I think it would be more problematic than Cinderhulk. You don't see many midlaners running Teleport as a summoner so if they could run Skirmishers or Stalkers and swap out their Ignite, they still have Flash to make plays or escape ganks and they have an offensive summoner in Smite. I don't think ADC's would swap out their defensive summoner(Heal/Barrier/Cleanse) at higher tiers due to how important they are. The thing with tank toplaners is that in this meta, they are expected to run Teleport to support their team, so they are forced to swap out their mobility summoner for Smite. This limits the possible champions who can run Smite/Tele safely. Low mobility tanks cannot hope to build Cinderhulk in toplane as they would be shut down too hard.

I dunno. These are just my thoughts on the matter. I know a lot of people are currently upset with the tank meta we are in right now, but everyone was upset about Lee Sin, Vi, Jarvan, and Rek'sai being the only viable junglers a few weeks/months ago. The only reason tank junglers are at a higher viability is because of the new jungle item. It gives help with clear and allows them to scale better in the lategame, the tradeoff is early game pressure that they cannot provide.

If the item remains OP, they just need to tone it down a little bit. The interesting thing about the item is that it's a scaling item; it isn't initially powerful but becomes stronger later in the game. It's similar to Devourer in that sense, and I think that it's appropriate for the Jungle Tank item to have scaling potential. Upon release, it gave way too much HP as a first buy (350 base + 25% = ~440 HP) from an item that is supposed to scale. I think it will eventually go down to 250HP (Bami's Cinder would cost 800-850) and keep the 25% or it will stay at 300 base and the scaling will go down to 20% and then it will be more balanced.

As a reiteration, I don't have a problem with Smite toplaners. They made the choice to do without the added mobility of Flash. It's a strategy choice. If they want to sacrifice that safety for more objective control and more offensive laning, players are free to do that.

junglerboy163 votes

Yeah, the whole idea of Cinderhulk was to make it so that tanks in the jungle who naturally gained less gold could keep up enough to still be frontliners, but then people began seeing what happened when those jungle tanks got to super late game and suddenly were way tanker than everyone else, which makes you wonder "what if we had a top layer running smite so they could get the best of both worlds?". As a strategy, there is absolutely nothing wrong with it, the only issue is that Skirmishing smite is overpowered on tanks and needs the rework Riot said they were working on, and cinder hulk's multiplier scales a bit too fast with top lane's increased gold flow. Other than that? LET THE LANERS RUN WHATEVER THE HELL THEY WANT!

Renaille8 votes

Stat multipliers on jungle items makes perfect sense. Junglers are on average significantly poorer, and multipliers help them get the most out of the gold they have.

Rebonack2 votes

{quoted}

Stat multipliers on jungle items makes perfect sense. Junglers are on average significantly poorer, and multipliers help them get the most out of the gold they have.

Cool.

Let's remove Deathcap from the game and stick the +% AP passive on the AP upgrade.

That would be a good idea, right? It would be a big buff to jungle mages like Spider-Gal.

NinjaToad992 votes

But then you'd have to re-balance literally every AP user who might even consider getting Death Cap (AKA all of them).

Rebonack1 votes

{quoted}

But then you'd have to re-balance literally every AP user who might even consider getting Death Cap (AKA all of them).

I would think that, by now, I would be use to Boards totally misinterpreting sarcasm and hyperbole. But I still get surprised now and again.

NinjaToad991 votes

But we didn't already have a % health increase item when this came out. There have been in the past, but not when this came out. Removing Death Cap and replacing it with a jungle item isn't really comparable, because people who needed the % HP increase should have already been updated. Yes, I realize you weren't serious (Well, I was hoping so anyways) but your example is still bad.

Rebonack1 votes

{quoted}

But we didn't already have a % health increase item when this came out. There have been in the past, but not when this came out. Removing Death Cap and replacing it with a jungle item isn't really comparable, because people who needed the % HP increase should have already been updated. Yes, I realize you weren't serious (Well, I was hoping so anyways) but your example is still bad.

And there should have been a +25% Bonus HP item all along that anyone can pick up to soft-counter Last Whisper and Voidstaff.

It's exactly what is says on the tin; putting multiplicative stats on Smite-exclusive items is silly. I made a topic some time ago about how EPH works and why Tanks used to feel so squishy. I explained why a +25% Bonus HP item was needed and why making it a Jungle exclusive was a terrible idea. And lo, exactly what I predicted came to pass.

When an item provides a whole class of champions with their late-game scaling augment, you need to stick it somewhere that makes it freely available, not effectively an exclusive to a single lane.

mi ramfan1 votes

The reason it was able to bring tank junglers back from the dead is that it's smite locked. It forces bruiser players to be either a fighter or a tank, not both at the same time.

If we put the %Health on another item, Lee/Vi/J4 will go Warrior->Soul Shroud (or whatever it's called) and everything will go back to the way it was before. Bruisers will dominate and tanks will be the always slightly worse class of champions.

The only way I'm okay with another %HP item existing is if it stacks with Cinderhulk (so that the tanks can maintain their bulk advantage). Get rid of Cinderhulk's and put it on a non-jungle item and goodbye tanks. Again.

Zirzon7 votes

Now that you mention it, creating a separate item for it would make a lot of sense. We have item 3089 for AP. We have item 3031 for AD (multiplies damage on crits, so effective multiplies all AD invested). Lastly we have item 3725 for health for tanks. However, what makes this different is that not everyone has access to this due to the summoner 11 prerequisite. Cinderhulk is the only stat multiplier item that can't be purchased by everyone. It would make a lot of sense to move it to a separate item, for consistency's sake.

JPlayah6 votes

I remember FoN on Mundo... Good times.

Lean into it6 votes

just shows how much sunfire cape sucks after being slowly nerfed year after year laners would rather run no flash just to get a better alternative

Rebonack5 votes

I would be pretty favorable to sticking the +25% bonus HP effect on Righteous Glory or bringing back Soul Shroud (item 3114+item 3067+item 1011).

ZerglingOne5 votes

{quoted}

I would be pretty favorable to sticking the +25% bonus HP effect on Righteous Glory or bringing back Soul Shroud (item 3114+item 3067+item 1011).

Or bring back FoN as this instead of as an MR/MS/Regen item. Chunk'o'HP + %bonus HP. It's even pretty thematic because you become a force of nature.

mi ramfan1 votes

While I'm not entirely opposed to this, I think it's important to consider the positive effects that Cinderhulk has on the jungle metagame.

Without an item like Cinderhulk around, Lee Sin, Vi, and J4 can build Warrior to crush the tank jungler's lanes while also farming significantly faster. If they're getting kills they build a second damage item and win the game before the tanks can get bulky enough to stop them; if the tank jungler counterganks well and the team doesn't give up too many kills, they can go Randuins second item and still deal way more damage than the tank while only having a small difference in bulk.

With Cinderhulk around, the bruisers have to make a choice because Cinderhulk's %stat gain moves the point where tanks gain the advantage from 40+ minutes to 25-30 depending on the game. If they go Warrior, they're all in on early game; they will be at a PERMANENT bulk disadvantage if they don't convert Warrior into a big gold advantage. If they go Cinderhulk, they'll be on an even playing field with the tanks in bulk throughout the game, but they'll forfeit the early game damage advantage they get for being, you know, bruisers.

Cinderhulk in its current form is an amazingly elegant solution to the classic tanks vs bruisers balance problem (bruisers being bulky assassins when they're fed and unkillable tanks if they're not, while no matter how fed they are tanks are just tanks), and I could never have forseen that it would have succeeded to the extent where top lane/jungle hybrids like Shyvana are willing to give up summoner spells in lane to be a "real tank".

But if you take the %HP off of Cinderhulk and give it to a non-jungle item, all of that goes away. Now the bruisers can build Warrior to stomp early, get your proposed Soul Shroud as their second item, and use their gold advantage to always be just as bulky as the tanks, just like they could before the Cinderhulk. Without the Smite requirement and the choice between Warrior and Cinderhulk, Cinderhulk would have done just as little for tanks as Spirit of the Ancient Golem.

Partholonian1 votes

[{quoted}](name=mi ramfan,realm=NA,application-id=3ErqAdtq,discussion-id=oc5oKvXW,comment-id=00010001,timestamp=2015-04-15T20:39:25.377+0000)

But if you take the %HP off of Cinderhulk and give it to a non-jungle item, all of that goes away.

I thought they meant giving it to a non-jungle item in addition to Cinderhulk, as a named unique passive, the same way the damage aura already works (although it would be a separate item, only junglers get both at once from the same item).

Of course then Lee Sin could build that item, but since Warrior itself gives 0 bonus HP (IIRC), he gets shitty synergy from it. And he still doesn't have the burn aura unless he also builds Sunfire.

mi ramfan1 votes

If you give out the %HP to another item in addition to Cinderhulk, then Lee Sin can build his crazy early game item plus the other item, allowing him to have the best of both worlds.

Putting the %HP on the jungle item isn't meant to prevent Lee Sin from building it, it's meant to force Lee Sin to choose between "I want to kill everything early game" and "I want to be a tank". Right now, because you can only have one jungle item at a time and you always get enchanted jungle items first for clear speed/sustain, he has to make the choice. If %HP is available on other items, even in addition to Cinderhulk, then Lee and champions like him no longer have to make that choice, and tank junglers are dead all over again.

Rebonack1 votes

[{quoted}](name=mi ramfan,realm=NA,application-id=3ErqAdtq,discussion-id=oc5oKvXW,comment-id=00010001,timestamp=2015-04-15T20:39:25.377+0000)

But if you take the %HP off of Cinderhulk and give it to a non-jungle item, all of that goes away. Now the bruisers can build Warrior to stomp early, get your proposed Soul Shroud as their second item, and use their gold advantage to always be just as bulky as the tanks, just like they could before the Cinderhulk. Without the Smite requirement and the choice between Warrior and Cinderhulk, Cinderhulk would have done just as little for tanks as Spirit of the Ancient Golem.

They would be losing the burn aura Cinder provides (which is a big deal, honestly) and they would be sitting on Warrior which, of course, offers no HP at all.

For added fun: in addition to Soul Shroud (or remaking Warmog's again, or whatever) make Cinderhulk's burn aura get bonus scaling off of total HP rather than levels. That would allow Tanks who picked it up to double-dip the effectiveness of the HP augmenting passives which folks who go Warrior would miss out on.

CubedJustice4 votes

I'm a little bit confused. You want to weaken the junglers who the item is intended for, instead of weakening the top laners who are picking it up anyway? Or am I not getting this correctly?

Tribbles Foxfolk5 votes

{quoted}

I'm a little bit confused. You want to weaken the junglers who the item is intended for, instead of weakening the top laners who are picking it up anyway? Or am I not getting this correctly?

Cinderhulk (the enchantment) is OP right now and a must-have for bruisers on the tanky side and tanks. Hell, even some EVELYNNS are picking it up because it just gives so much HP. We're back in the Spirit Of The Ancient Golem situation, where we have an item that gives SO much health that it's overpowered, and it's strictly thanks to +% Bonus Health. It's just too strong right now and is going to need to either be gutted and patched up somehow or moved.

By the way, Smite lane shouldn't be a thing, but because of Cinderhulk, IT IS. It's troubling that an item is strong enough to start its own meta (the new Tank Meta), be used outside of its intended area, and make multiple champions overpowered.

Don't get me wrong, I'm all for Tanks getting some love 'cause they've been getting shafted repeatedly. However, this item is just TOO good.

CubedJustice2 votes

And I agree, it needs nerfed. But the right balance of cinderhulk will make it so that it's no longer worth taking smite on top laners, with Sejuani and friends still being worth a pick. A new item probably isn't the way to go.

AbodyHUN6661 votes

I think they could make some jungle farming based requirements to the items, like having to farm X amount of jungle creeps to build a smite enchant. It's funny though that whenever something gets strong in the jungle, it goes to the top lane instantly.

Rebonack3 votes

{quoted}

I'm a little bit confused. You want to weaken the junglers who the item is intended for, instead of weakening the top laners who are picking it up anyway? Or am I not getting this correctly?

I'm not strictly suggesting we make anyone weaker. I'm suggesting that we stick the +25% bonus HP effect on a different existing item (Righteous Glory) or stick it on a newold item (Soul Shroud) and then buff the HP/Burn on Cinder to help improve clears on tanky folks a bit. This would allow tanky champions who aren't in a very narrow range (jungle tanks) to pick up a much needed late game scaling effect.

Jungle Tanks would still buy whatever the resulting +25% bonus HP item is because they're tanks. Top laners would probably postpone said item to 3rd or 4th because it wouldn't be giving the Burn effect any longer.

Ariel the Cruel4 votes

Zed I see nothing wrong with stat multipliers. Cassiopeia Neither do I. Garen Same.


Yasuo Mine doesn't seem to be working correctly.

Dreadlocks3 votes

I agree 100%.. i've stressed this point myself but no one seems to agree xD

Kingsgrave2 votes

[deleted]

Rebonack3 votes

{quoted}

Putting it on a regular item just makes the problem worse.

At least people have to give up a summoner spell to get the item. If it were on a regular item every single Tank would be forced to buy it. If anything normal stat multiplier items shouldn't exist.

You mean like how every single AP is forced to grab Deathcap?

Like how 80% of ADCs will pick up Infinity Edge at some point?

It honestly wouldn't hurt my feelings that much if there were no stat multipliers (later Deathcap and Crit Damage!) but that would take a HUGE amount of work to rebalanced everyone for.

Cinderhulk is already a required buy on every single Tank because there's no way you're going to get even close to optimal EHP without it. Bringing back Soul Shroud and sticking the +25% Bonus HP effect on it would allow people to pick up the item they need without goofy summoner spell shenanigans.

And seriously, having strong Tanks is a good thing. When Tanky champions aren't strong enough Assassins start running rampant and we get League of Instagibs.

HeWolf1 votes

I don't know how do the other 20% ADC keep up their damage without IE, if that's really the case.

I don't think that removing every stat multiplier item is a wise choice due to the balance effort it would require as you said. Tanks are great, but Cinderhulk is too much of a powerspike itself (once you buy it, you're stronger than every other tank). IMO Shyvana and every other champion that does these kind of strategy should lose early power, instead of being ahead of every other tank.

P.S: I think that they lost a great opportunity. If they wouldn't have placed Sion's W passive (scaling HP on monster and champion kills) and they included it in Cinderhulk, it would have made much more sense. Now the exclusive is already sold.

Krys Star1 votes

{quoted}

You mean like how every single AP is forced to grab Deathcap?

Like how 80% of ADCs will pick up Infinity Edge at some point?

It honestly wouldn't hurt my feelings that much if there were no stat multipliers (later Deathcap and Crit Damage!) but that would take a HUGE amount of work to rebalanced everyone for.

Cinderhulk is already a required buy on every single Tank because there's no way you're going to get even close to optimal EHP without it. Bringing back Soul Shroud and sticking the +25% Bonus HP effect on it would allow people to pick up the item they need without goofy summoner spell shenanigans.

And seriously, having strong Tanks is a good thing. When Tanky champions aren't strong enough Assassins start running rampant and we get League of Instagibs.

That's itemization's problem, not Cinderhulk. And not every mage gets Deathcap. Most do, but not every. Riot already admitted, and most agreed , that adc's itemization is very stale and lackluster. If any other item had 25% bonus health, imagine how staple that item would become. It would be the 'it' item for EVERYONE. Giving easier, free access to such a powerful bonus stat would just change the entire game and it'd be unhealthy at that.

IcyPepper2 votes

most adcs build item 3031 item 3035 tho most mages build item 3089 item 3135

:/ Some items are just core for a class. shrugs

S H A Y C 02 votes

Shyvanna I think is the main offender of the Smite toplane annoyance

I love league. This is what makes you leaguers so adorable. Anytime anybody does anything remotely clever that is outside what you think "should" be happening there are massive threads about how "Rito" needs to fix it, how op it is, BLAH BLAH BLAH. Then you get all pissy when things you bitched about get nerfed.

Does anybody remember why they made cinderhulk to begin with? Thats right! YOU ALL whined about jungle diversity, and complained about the tank item, so they brought Spirit of the ancient golem back for you! But now extra hp is "OP" Where were all your complaints when ancient golem had %hp buff? Cry Cry Cry...mini sunfire...top lane smite...come on guys, they take smite and tp now they have no flash, they take flash and smite now they have no tp pressure. Stop crying about everything that isn't YOUR IDEA and play the game.

Drukyul1 votes

Decided to try Smite Braum with Cinder. It was awesome. Screw Flash, an extra slow or two with blue jungle item is where it's at (you can try red item for the damage reduction on a target) . Plus super easy relic shield heals when you're rocking Smite.

Spacesuit Spiff1 votes

This never happened with the old SotAG as far as I know, although it was much more of a PvE item. If they wanted to fix this really aggressively, they could always turn it into a feral-flare type deal where you get stacks to increase the sunfire dps. Although I wouldn't like that because if I'm doing well as a tank jungler I usually won't even be clearing my own jungle. You know the game's going well when you finally go to get your third red buff at 40 minutes.

Rebonack1 votes

{quoted}

This never happened with the old SotAG as far as I know, although it was much more of a PvE item. If they wanted to fix this really aggressively, they could always turn it into a feral-flare type deal where you get stacks to increase the sunfire dps. Although I wouldn't like that because if I'm doing well as a tank jungler I usually won't even be clearing my own jungle. You know the game's going well when you finally go to get your third red buff at 40 minutes.

The old Golem item didn't have this issue because it didn't also grant a burn aura. If Cinderhulk only toasted jungle monsters (and recovered mana/HP whilst doing so or some such) then you can bet it would vanish from lanes in a hurry.

MidEvilKnight3k1 votes

The problem they had was that tanks were not doing well in the jungle. If you just make the tank jungle item have better stats, then everyone else (lee sin, Vi, J4) will just buy the tank item and do better with it than tanks do. So instead they made Cinderhulk only desirable to tanks by putting the health scaling on it. Removing that would return us to tanks being useless in the jungle again.

I support adding another item with hp scaling (unique passive of course so they do no stack) that is not a jungle item, and has higher stats than Cinderhulk (+30% bonus HP), but is less gold efficient (costs over 3000g like deathcap and infinity edge). That way the lanes are not missing a tool that the jungle is allowed to take advantage of.

CoolKnightST1 votes

What if they add another enchantment?:

(item 3711 item 3713 item 3715 item 3706) + item 3136

Newb the Legend1 votes

What they could do is with the percent health buff you must clear x amount of whole camps before cinderhulk is bought, and if a top laner were to run it they would be punishing their lane and their jungler as well

Varnoc1 votes

Why not put this on item 3083 ? It's supposed to be THE health item in the game if I'm not mistaken, so it would make sense to put it there. I would, personally, remove the health regeneration passive it currently possesses.

I would Suggest a Build Path something along the lines of:

item 3067 + item 1011 + GOLDS =item 3083

Warmog's Armor:

  • +750 Health
  • +15% Cool Down Reduction
  • Bonus Health increased by 25% from all sources.

Then possibly move the Health Regen passive to a new/different item.

Honestly I don't see many characters picking up Mog's at the moment specifically for the regeneration passive it currently has.

Also, as an afterthought, That passive may be very strong when combined with Warmog's (Anyone else remember FON+Mog's on every tank ever?)

Another passing thought, what if the new Regen Item worked something like this:

Equilibrium:

  • The User gains 1% bonus Health regeneration for every 1% of their Maximum Mana they are missing.
  • The User gains 1% bonus Mana Regeneration for every 1% of their Maximum Health they are missing.
  • These bonuses are Quadrupled when the User has not taken Damage from any source for 7 seconds.

The only problem with this would be the following: What if the user has no mana?

I suppose if that was the case, the entire appeal of the item would need to be centered around keeping health and mana up between fights, so in way of a core regeneration item, it would not work for resourceless tanks. Just my two cents

Sypher The Poro1 votes

{quoted} Another passing thought, what if the new Regen Item worked something like this:

  • The User gains 1% bonus Health regeneration for every 1% of their Maximum Mana they are missing.
  • The User gains 1% bonus Mana Regeneration for every 1% of their Maximum Health they are missing.
  • These bonuses are Quadrupled when the User has not taken Damage from any source for 7 seconds.

This may sound kinda weird, but I would love this item on Vel'Koz. His low mobility makes him a prime target as a squishy mage, but with this item I could sacrifice a little bit of damage to make myself a monster in the mid-late game. Then build item 3116 and item 3151 for their bonus health would make me tanky to a scary level, but still do enough damage to melt people just by sitting in the back of the team. Mana regen item? Wouldn't need one. Because I don't take damage by sitting in the back-lane, I'm constantly getting that bonus mana regen. If their assassin comes for me, my tankyness helps keep me alive so my team can peel.

JC DarkOmen1 votes

The difference is it's health, not damage; health can still be burst down, but damage forces someone into a specific build and/or makes them completely uncounterable. The game should have avenues for someone to get really tanky, just as it should have avenues for someone to burst tanks. If someone decies to take top smite, they lose access to a more meaningful summoner spell, as well as taking up an item slot. Cinderhulk gives what, 300 hp alone? For it to give as much health as a frozen mallet, you'd have to get 1600 hp without the bonus. That's Cinderhulk, Randuin's, and Warmog's, plus you'd need boots to be useful anyway. So by the time you get all of that, the enemy adc will have had time to get a BotRK if you're a real threat. You might as well have just bought a Righteous Glory or a Frozen Mallet... unless this slot was already taken up by your tier 2 jung item.

Drunk Rummate1 votes

{quoted}

The +25% bonus HP buff should be stuck on new item that can be picked up by anyone.

W a r m o g s

That's like... literally the purpose of the item. To build a lot of health. Nerf/remove the regen passive if you have to, but at least make the item give you some damn health like it's supposed to.

Crett1 votes

{quoted}

W a r m o g s

That's like... literally the purpose of the item. To build a lot of health. Nerf/remove the regen passive if you have to, but at least make the item give you some damn health like it's supposed to.

HOLD oN DO NOT REMOVE THE REGEN PASSIVE I'm going to do a game VERY soon where I farm enough HP on Sion to tank the fountain turret forever WITH THE POWER OF WARMOGS ALONE

mi ramfan1 votes

Honestly, I think Cinderhulk is working as intended. It has a lot of effects that are positive for the game in the jungle, like allowing tank junglers to scale their clear speed without forcing themselves into a suboptimal build path in order to do so.

But probably its most important effect is the %HP increase, because it's done so much for tanks in their competition with bruisers for picks. Right now, in the jungle, bruisers like Jarvan, Lee Sin, and Vi can no longer both blow up squishies while having the same bulk as their lower damage counterparts anymore.

Before Cinderhulk, Vi could rush Enchantment-Warrior to kill camps incredibly quickly and crush a tank jungler's lanes, then use the gold advantage to be just as bulky (if not more) than the tank in every teamfight until 6 items level 18. After Cinderhulk, Vi can still go Warrior to try to smash the shit out of her opponent's lanes with pure damage, but if she does the enemy Sejuani will be clearing at a similar speed thanks to Cinderhulk and will just always be bulkier than Vi because of Cinderhulk's %HP.

I think that's why there are so many complaints and discussions about Cinderhulk. Cinderhulk moved the goalposts on what it means to be "the tank" in League of Legends. Sure, you can build Warrior+Triforce+3 bulk items and be bulky. But if you want to be a TANK, you build Cinderhulk+4 bulk items and have 1000 more health than that guy who went Warrior. In effect, Cinderhulk's existence forces bruisers to CHOOSE between exploding people and being tanks, instead of doing both by default. It separates tanks from bruisers to the extent that bruisers with tank transitions are GIVING UP A SUMMONER SPELL in top lane to be real tanks, not just bulky guys standing in front of the team.

Mission. Fucking. Accomplished.

bunies1 votes

or +25% stack on a 2k gold item is too fucking efficent

Sypher The Poro1 votes

I completely agree. If I play Mundo top, I take smite/teleport. Don't really need flash on him, too tanky to care. With machete, I often take gromp for the smite buff along with an early level 2 (if my jungler is okay with it). After that, either TP top or walk depending on the side of the map I'm with. Build machete into red smite cinder hulk gives me AoE damage along with a stupid amount of health, plus smiting the enemy laner for that reduced damage and true damage will make dueling me near impossible.

EJIke1 votes

{quoted}

If you played doom the game mode not to long ago. Gailo was one the op doom bots. If you played with Gailo you saw he had a taunt circle that pop then did damage. I think Gailo would be a lot better. If every 3rd Q he hits on a CHAMPION or jungle camps the next Q will do the taunt thing. This upgrade will make Gailo a better support or and Jungler.

Thank you for taking your time to read this

peace give me feedback

pass the word on

Silents4291 votes

No. The point of having it limited to jungle tanks is because they are the ones that actually need it, If I recall from a blog post tanks don't really have the go to lane or place. Well they didn't anyway until now, and the cinderhulk was made to fix this, now tanks go into the jungle and they do well now, now tanks don't get blown up instantly, now they serve a purpose and can be useful when compared to bruisers.

Removing the smite limitation is not only going to make tanks fall out in favor of bruisers again it is going to make the item a pain in the ass for top laners who get much more gold early on then tanks would, making them receive far more tanky stats and at a greater degree then a jungle tank would have.

Leave the item alone and come up with a separate solution for top lane if it even exists, having 2 champions abuse the item doesn't make the item a problem.

JedenVojak1 votes

I think the point of the stat multiplier is to make it not-a-bruiser-item. If it just had higher base health, it would basically be jungle sunfire cape.

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