Reworking the Ohmwrecker
Hello folks! I had an idea a moment ago, and decided to share it to the suggestions forums, but in my native language. In order to make it more available and give it more visibility, I'm also proposing it here.

You might have never seen this icon, yet it is the icon of an available, purchasable item in the game : the Ohmwrecker. This item offers HP, Armor, Cooldown Reduction and an active effect that suppresses enemy turrets for 3 seconds. Despite that, as you can guess, this item is... useless. There's no other way to describe it really.
Why does it suck?
For a long time, turrets were not a problem, even during dives. Actually, that was the case when this item first came out, but nerfs combined to changes to LoL in general rendered it obsolete, and since then, it has never been picked up, not even removed from the game. I'm actually against item removals ; it impoverishes the game by making item builds more rigid. With this in mind, I wish to give this item a second life instead, offering the Ohmwrecker an exciting effect, and optimally giving it a solid place as a secondary item.
Alright, what do you propose then?
I'd like to keep the "turrets" theme unique to the Ohmwrecker, but offering a better flexibility to the item, mainly through the active ability. This would also allow tanks to try unorthodox ways of engaging. This is my suggestion :
Build path :
+
+
+ 400 Gold (Total cost : 900 + 1300 + 400 + 400) = 3000 Gold
This build path is oriented towards supports, with an emphasis on not having any offensive stat nor CDR, so aggressive divers will not beneficiate too much from purchasing it. We keep the "turrets" theme by keeping the Raptor Cloak in the build path. It may be more expensive with this state than the actual Ohmwrecker (450 Gold more precisely), but it's well worth it in my opinion. Especially considering it's a support item, 3000 Gold is a lot for a support item.
Stats : +60 Armor, +30 Magic Resistance, +200 HP, +150% Base Health Regen Overall, the proposed stats are close to those of the Zeke's Convergence. The fact it gives HP instead of Mana, and the new active effect justifies the higher price than said item, in my opinion again. Especially considering the fact the active effect will be much more flexible than Zeke's. This would also turn the Ohmwrecker into the only item in the game granting Armor, Magic Resistance and HP. (I'm not counting the Gargoyle Stoneplate since it only grants HP through its active effect.)
UNIQUE Passive - Point Runner : Builds up to +20% Movement Speed over 2 seconds while near turrets, fallen turrets and Void Gates. The passive provided by the Raptor Cloak, put there for good measure. This effect won't be wasted considering the item's theme.
UNIQUE Active - Etheral Link (Range : 1000) : Activate on a nearby standing ally or enemy turret to create an etheral binding, connecting you to your target. You are then attracted towards the linked turret (120 second cooldown). You are immune to displacing effects during the attraction. This is the new stuff I wish to incorporate. This would allow someone to basically gap close to a turret. There are numerous utilities coming from this effect, which I will try to list here :
Towards ally turrets This effect would grant you more mobility in order to escape ganks, of course. But another interesting application would be covering your allies from a delicate situation. If you are far away from your own turret, and your carry is under the pressure of a dive, you can quickly come to their aid with the Etheral Link. This can turn the tides of what seemed to be a catch.
Towards enemy turrets This effect would greatly increase dive potential. In some cases (mainly second turrets), it'd be even possible to initiate a dive from behind the turret, through the wall! It'd be a good way to force a dive, force the enemy team to give up their turret or even take some of them down in the process. This would mainly allow previsible tanks to beneficiate from a viable approach option, thus having more ways to create favorable opportunities for their team.
What about weak points? I do not see the attraction as an instantaneous effect, but with a slight delay. Which means reactive players could get away from the tank's range before they come into play. It is also impossible to cancel the attraction, and the user is unable to act during it, making unaware users very vulnerable from ranged champions (and ones with reflexes). This would make the active propriety of the Ohmwrecker a double-edged sword : well used, it could completly turn the tides of a game by giving a very powerful engage, while on the other hand, a poor usage would leave an initiator completly open to enemy fire. It also would be impossible to use the Etheral Link on fallen turrets, avoiding mobility abuse from the item. Finally, it's stats and cost themselves would be an handicap. 3000 Gold is a lot (actually, it would make it the most expansive support item in the game), and it lacks CDR or fully supportive options. Would you give up a Redemption, a Mickael's Crucible or a Locket of the Iron Solari in order to get the versatile pressure and mobility of the Ohmwrecker? Is the CDR sacrifice worth the while?
All of these questions make up for the weak points in my opinion, which would make the Ohmwrecker still a good and unique item, guarenteeing a place as a good situational item.
Conclusion I didn't think through the stats and cost for a long while, so I'm not too sure about their balance, but it is close to what I wish to see onto this item. You are welcome to debate about it (or allow Riot to do so, if they're ever interested!), as you are welcome to state opinions and ask questions, I'll answer as much as I can. Thank you for taking the time to read it, and see you on the Fields of Justice!