Vanguard/tank update item concepts

Spoofghoul·2/13/2017, 7:38:35 PM·1 votes·756 views

Just because i want some new tank items

I want a new item line which focuses purely on defense, with an emphasis on health, these items are expensive and should help with late game scaling for tanks as well as making them more disruptive when focused

item 3105 + item 1011 + item 3801 = 2750 gold + 750 gold = 3500 gold for of the following tank items

All 3 items have the following stats but vastly different unique passives. Stats: 3500 gold 600 Health 30 Armor 30 Magic resist 100% health regen.

Now on to the differences as the stats are all the same, the passives serve different functions whether it is to disrupt or make you harder to kill they all serve a purpose to make tanks do more ''tank stuff'' and all passives also share a requirement You need at least XXXX bonus health to utilize the passives

**Gift of the Damned: ** Unique passive: Gifted: Requirement, 750 bonus health Store up to 10% of health in damage taken, when not taking damage for 5 seconds regenerate this damage over 5 seconds, 5 seconds cooldown Unique passive: Damned: Requirement, 1250 bonus health Upon death explode to deal the stored amount in physical damage, enemies hit by the explosion are slowed by 65% decaying over 0,5 seconds

Unholy Boneplate of Agony: Unique passive: Unholy boneplate: Requirement, 750 bonus health Reduce all incoming damage by 2,5% of missing health Unique passive: Unholy Agony: Requirement, 1250 bonus health Gain + 25% healing&shielding, damage and increased size when below 25% health until out of combat, 60 second cooldown

Visage of the tormentor: Unique passive: Tormentor: Requirement, 750 bonus health When a champion deals more then 10% of your health in damage within 2 seconds they are briefly (0,5 S) feared, 25 second cooldown per champion Unique passive: Tormented one: Requirement, 1250 bonus health Become progressively more resistant to slows each time you take damage you gain 5% slow resistance until out of combat, up to 50%

As you can see all the items have 2 passives both with a bonus health requirement, the minimum you need to make full use of these items is going to be at least 2 health items I am still thinking of making this requirement total health similar to warmogs. anyway the passive requirements should stop people from rushing one of these items as a general defense item.

And while these items are certainly strong if you can make use out of the passives they cost a lot of gold, and give no direct dueling power in lane or a vast amount of a particular defensive stat like randuins with 60 armor for example to fight your opponent

These items are meant for lategame to compliment tank builds, and while it is possible to stack all 3 this will require carry levels of gold and you would still need to acquire other defensive stats like additional armor/mr as well as a source of cdr & mana As these items do not give high dedicated resistances and require at least 1 other item for their passives to function they wont be an issue during laning phase. The combination of stats and the passive requirements as well as the item cost should result in there being no abuse cases as well. The high costs also make these items a bit less attractive for supports. And thus require you to play your tank elsewhere to get these items in a reasonable timely fashion

Main focus of the items is to make tanks more disruptive the more you focus them, as well as increasing their tank capabilities in combat and increasing out of combat sustain. these items also enable health focused builds more by giving above average HP values

There is one other change i would like to see for items in the tank update item 3110 i would love it if the passive 15% attack speed slow got replaced by a passive which makes you ineligible too lifesteal from.

And that is pretty much it as far as items go

let me know what you think about these items

7 Comments

Crett2/13/2017, 7:43:02 PM1 votes

i like the concepts, but putting health, armor, regen AND mr is just asking for tank assassins (definitely not ADCs with the health requirement, but talon and ekko would definitely go for it), overbearing midgames, as well as the triumphant and terrifying return of Regendinger

from what i hear though, the tank update will be making tank champs gain inherently more from tank items, which will be great

ScrubCompactor2/14/2017, 9:30:08 PM1 votes

personally i'd love the following items to show up in the Mid Year Tank Update:

A. an item that for it's active effect will taunt a single target for 1.5 seconds(or a duration that would be reasonable). the taunt's cast range would be something like 300-400 units, otherwise we'd have ADC players complaining about this item because tanks with a thornmail using this item from a good distance away on them, even if the item's effect would be implemented with a long cooldown.

if we can have items that give a dash when there's already flash+any mobility skills that particular user has *cough cough item 3152 , then there would be a place for an item that gives something that very few champions in this game have in their kits.

B. an item that as an activatable ability, reflects a portion of pre-mitigated magical damage taken back to the casters after a delay. it would likely be an item that gives a ton of MR but not much HP or HP regen(similar to Banshee's Veil)

since we have thornmail. i believe it would be fair if there was a "murder yourselves on me" item against mages. however it would have to be an item that requires some skill to properly use.

ScrubCompactor2/14/2017, 9:48:55 PM1 votes

i figure the taunt thing having a very long cooldown and a short cast range would be what keeps the item under control, then again now that you mention it, an item that grants the ability to taunt(whether it be PaC or make the next auto attack taunt the target) would be likely be abused by people that aren't even tanks, perhaps if the taunt's effectiveness were completely dependent on how tanky the character is and it being something only melee people can use it could be reasonable.

ScrubCompactor2/14/2017, 10:11:03 PM1 votes

i got it, the taunt's duration being 1 second per 200 armor/MR the user has, just like how Randuin's Omen's slow duration was extended by 1 sec/200 armor/MR the user has.

except with this item, there will be no base duration.