-150g on Sunfire still isn't enough
Around a year ago, I made a thread pointing out the cost disparity between Black Cleaver and Sunfire Cape: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/5FsJfYi6-sunfire-cape-costs-more-than-black-cleaver And neither item has received changes since then, until this cost change to Sunfire. So to reiterate, now the cost disparity between Black Cleaver and Sunfire was only reduced to at minimum 265g and at maximum 1245g. (when factoring in their passives) And Trinity is similarly much more gold efficient than Sunfire.
One of the issues is that they keep trying to push a gold inefficient item with uncontrollable AoE damage onto the class with both the weakest ability to farm and the weakest kill pressure. That means they have the hardest time farming outside of tower because they can be killed, and they have the hardest time farming under tower if their item is constantly damaging the minions. And the reward when they manage to do so is a worse item than anything the opponent (if they're not also a tank) can buy first.
With the old cost of Sunfire, as I said in the linked post, 20% CDR almost exactly covers the gold disparity from base stats. But now I'm thinking 350 mana (which is around the same) would work far better.
Aside from that, it simply doesn't have the stats to compare to the starting items of any other class. Trinity has everything a fighter with moderate reliance on abilities needs. Cleaver has everything a fighter with low mana costs needs. Luden's/Archangel's/GLP have the CDR and mana that mages need, Draktharr and Youmuu's have the lethality and CDR assassins need, Stormrazor (or soon to return to the BF>Zeal trend) has the AS and bonus damage marksmen need, junglers have all the stats they need if they properly farm their buffs, and supports have wards as well as gold supplements making up for their inability to farm.
But Sunfire doesn't have the mana that the class needs, which is unreasonable since most top lane tanks have the highest basic ability mana costs of any champions. Especially considering their abilities help very little in a 1v1, this shouldn't be the case. And I'd really like an explanation from anyone who thinks they know more about it that can tell me why it hasn't received what seems like an obvious fix if they actually wanted to make it a first-buy.
etc. could scale it up to deal some noticable damage later on in the game.
on the enemy team and why would i ever itemize into health over just ad to kill him before he gets his shit off? im not going to live through a brand combo anyway. and thats their support.
forget it
deals a shitload of true damage these days
(which is usually build on tanks and almost never built on juggernauts) to increase his sticking power, resistances and his damage. Champs like Leona, blitz, and Ornn buy this same item to get the same exact benefits that nasus also wants from buying Gauntlet.

by 25 health. Before its recent buff, it was the exact same price as both of those items, but at present, DMP and Randuin's both provide better passives than Sunfire on most champions that would even think of buying a Sunfire Cape to begin with.