An idea to make Death's Dance more true to its name
Death dance is a really interesting item, and it looks very good on paper. In actual game it feels very underwhelming and it has not seen much popularity. In my opinion, the underliying problem with DD is the counter-sinergy between its two passives. In fact the "physical spell-vamp" scales with damage, while the dot passive scales with hp.
Example: an adc has 2k hp in late game. This means that DD will store a maximum of 300 damage, but 100 damage will be dealt after 1 second, so it's more like 200 dmg (that is if you don't die at the first tick). On a tanky champion, it will store more damage, but you won't be able to lifesteal enought to make it work. In real game situations though, the actual life buffer given by DD is even smaller, because most fights will last relatively long with respect to the 3 seconds dot duration, so you get the most out of it only in extreme 100-0 burst situations.
My suggestion is to rework the dot passive to remove the hp scaling.
New passive: this passive triggers whenever you receive damage that would bring you below 1 hp. For the next 3 seconds all the damage you receive is stored up to a cap of 150-400 dmg based on level. At the end of the 3 seconds or when the cap is exceeded, all the damage stored is dealt to you. (Cooldown 90 sec).
I think this would make death dance a much more viable and interactive item. When you see the passive pop it would truly give you the feel of a race against time to fight death, instead of seeing barely any effect as the current iteration of the item. You could even give it a cool in game effect (we all love clarity right?). Obviously the numbers should be tweaked, but I'd really like to see this concept implemented on pbe to see how it would work.