As a main jungle-tank (
to be exact), the new TP/Smite toplane makes me nervous. Not because of Cinderhulk (which I do agree it carries a bit too much power), but because of how this could affect jungle tanks in general.
Cinderhulk has made the jungle so much more bearble for tanks, and no other item since S3 has come close. The problem with that is that the now-viable jungle tanks have to rely on it to be viable. Every change to it that affects
or
also affects
and
and
. Add on the history of Rito overreacting to S3's all-bruiser/tank meta (which was indeed a problem, do not misunderstand me) by changing up much of the tank items and the jungle leaving only five viable junglers for the S4 meta and you may begin to see my concern.
I do agree that changes need to be made to Cinderhulk. I believe that the item needs to affect the more support-heavy tanks instead of ones with high base damage. Therefore, I'm looking at the following possible ideas for changes to Cinderhulk:
• +25 Health (300 > 325), -5% Bonus Health (25% > 20%).
That bonus %health is indeed quite a bit too much, but changes have to be made slowly here, since it does aid the intended users as it should.
• -50% current Passive damage (16 + [1 per Level] > 8 + [.5 Per level]), add "+120% bonus damage against impaired enemies."
The toplaners who are currently using Cinderhulk effectively have great damage and great mobility, but carry little CC. Changing the damage of the item so that it gives its max damage to more CC-intense users should shift some of the power away from unintended champions. This will need to be monitered, because while it does affect laning phase, a proper team could still allow
to run it at full damage courtesy of an
running
.
These are my thoughts regarding the subject. Any questions?
Ninja Edit: As for Sunfire Cape, it's fine where it's at. The stats it goves plus its consistent Passive damage is enough for its intended role.
Edit 2, Son of Edit: I realized I goofed on the "% Bonus damage against impaired enemies," so I went and fixed that to the number I was considering. The idea is to have it do weak damage unless CC is involved, since the current toplane abusers who can use it effectively during laning phase have little, if any, CC.
Also, for any Rioters reading this, is the game programmed to recognize what source a particular CC effect is coming from? Because if so, "+130% Bonus damage to enemies you are imparing" would be a considerable option too.