Hardly an excuse considering several physical carries have similar functions which stack with lifesteal for free (as auto-attacks don't cost mana). Kindred for example gets a free heal for running in circles, fiora gets health regeneration from hitting the enemy 'weak spot', leesin's shield grants him lifesteal & spell vamp, nocturne's passive periodically heals him off an AOE auto attack, ext.
For a couple of early seasons the bloodthirster was a rush item on carries, which fell out of favor as critical hits got buffed; but then riot game them the mastery to heal 25% of the damage dealt by a critical hit! So now about any physical carry that auto attacks can get free massive (though occasional based on RNG) lifesteal without any cost.
Mages' spell vamp only heals them when they land spells, which require mana (varied but consistent). If they're out of mana they can't heal at all, yet marksmen never run out of ammo to heal from. Granted it makes more since for fiora since 'why should a sword have ammo' (though why should she heal from stabbing someone else), but my point is they're removing an item due to one champion.
Which is hypocritical considering there's been several cases like this over the years (blackcleaver, leesin, phantomdancer, ezreal, lichbane, deathfire, ext.) yet they never removed the item NOR reworked the champion known for abusing it, so why now?
Removing ohmwrecker would remove fun from the game? How many games (on average a day) do you see people actually using it?
Yeah, next to no-one as towers are so weak they don't need to be disabled. Riot made games snowball so stilted that it's often an avalanche; the team ahead aces the loosing team under their nexus towers without even a casualty, more often than not. Towers can't even defend themselves against minions anymore due to their patch making them shove for the 'winning' team; comebacks are nigh impossible now. For example, since this preseason, I've had 3 games that actually had a comeback; 1 being the enemy, 2 being ours. Sounds small doesn't it? Consider that I play a few games a day (on average) or about a dozen games a week, it's been months, and those were the only interesting & exciting games that felt worth playing. That's not even 2%, the other 98.5% were curbstomps, some our team winning, some the enemy winning; yet none of them felt fun to play. The consistant detail across all the 1-sided matches? The winning team took almost all of the loosing teams towers without an ohmwrecker; while the loosing team took one tower if that.
The ohmwrecker is just too expensive for too few stats to be worth picking up on most champions, the diving champions either have; high burst, high mobility, untargetability, or a combination of. So they don't need it since they aren't in danger long enough to loose any significant health. 'How about tanks' I hear you thinking, yeah they want health & armor for surviving towers, but 50 armor & 300 health? The sunfire cape, deadman's plate, and randuin's omen all give more of both! Perhaps the tank is being unusual and grabbing a warmogs & thornmail instead, still significantly better than the ohmwrecker. Alright I bet your thinking about champions that aren't tanks nor have any of the other power of diving champions, like caitlyn & kogmaw, too bad they'll outrange your tower!
Yeah the ohmwrecker needs some buffs, OR the towers need significant buffs to make the ohmwrecker worth using.