which is why I hate counters. People should be able to play whatever they want to play and counters should only be forced in heavy abuse situations (such as a tactical marine blob) and should not be used because eventually people are just going to naturally get enough armor or HP to make your item worthwhile in the end.
Which is the crux of the issue. Udyr with masteries and a spirit visage (200 HP) gets 2900 HP at level 18. That is not HP stacking. Yet BotRK becomes ideal against him, and so does LW because of his passive. So Udyr just being udyr gets hard countered by itemization and has no end game. What does Udyr do in response to that?
I actually completely agree with you on this point. I've repeatedly stated that there are two goals here:
1. To make sure a cycle of counter-itemization exists.
2. Ensure that the counter-items are not super-hard counters - AKA none of this "I buy this and I auto-win unless you counter my counter."
Essentially you need #1 because then everyone will build the best option that has no counter just due to basic human risk-aversion. Why build something that can potentially be countered?
You need option #2 because you need to give people the chance to win if they don't
then counter-counter build - so that there's strategic depth and tradeoff. What if, I, instead choose to ignore the fact that you are BoRK and just maximize my own damage? Or split push? Or concentrate on killing everyone else on your team first? etc.
My goal, that I completely overshot, was to first ensure #1 exists and then #2 - completely reduce the impact of the entire
chain until you can strategically choose to ignore the counter cycle.