Tank item update: Buffing stats and increasing costs.

TheSingularity··1 votes·1,141 views

Currently, a majority of tanks aren't seeing a great amount of play and for the few that do get picked over the meta champs, it's generally not great unless we look at support. Of course we do have an exception in the form of Ornn, who is blatantly over tuned at the moment. **Over the years due to item changes, tanks have lost 850 HP and 55 armor.**Yes we get some health through runes, but we always got health through runes. Picking resolve+inspiration does give a decent health boost for absolutely no effort. Grasp is decent but overgrowth is too slow to be relevant.

The average player is around about, 150 minions? So we get 3.75% extra HP guaranteed from overgrowth (who knows how many minions they miss). Not even equivalent to the old mastery "stoneborn pact", which also gave that stat from the get go. As Nautilus with item 3742 item 3068 item 3083 item 3065 item 3143 item 3800 I achieved 3495, with the proposed boost we'd end up with an extra measly 131 HP.

Tanks, as a class lack some of those nice Cha ching $$$$ items that mages, marksman and bruisers have. These'd be just about anything over 3K gold so: item 3003 item 3153 item 3812 item 3508 item 3814 item 3022 item 3146 item 3031 item 3151 item 3100 item 3285 item 3156 item 3139 item 3089 item 3074 item 3053 item 3095 item 3072 item 3748 item 3078 The only item, tanks have that comes close, is item 3001. However generally we want beef over damage modifiers.

Now, to clarify who we're talking about, and so there's no confusion these are our tanks: Alistar Amumu Braum Galio Gnar Leona Malphite Maokai Nautilus Nunu Poppy Ornn Rammus Sejuani Shen Sion TahmKench Taric Zac As you can see, I've left one out being Gragas who's this weird hybrid bruiser mage. And the only tank who can build full damage while remaining beefy af. So, before any item changes, I feel Gragas needs adjustments and Ornn needs nerfs to his W.

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As for what we increase, magic resist as whole can be left alone due to it's effectiveness and the fact that we have plenty of items that offer it in droves. So for MR items we'll be touching the health. If armor, was as effective against AD as magic resist was to AP, then I'd leave it alone. But it ain't so I'm not, some armor increases, as well as some health here and there. .

But as for item changes, there're plenty to choose from, but also plenty that don't need changes: item 3001 Health increased to 400, cost increased to 3100 item 3194 Health increased to 400, cost increased to 2900 item 3193 Armor and magic resist increased to 50, cost increased to 2700 item 3190 No changes item 1401 item 1413 Recipe changed to: Respective smite+item 3751 +item 1029. Cost increased to 2800. Stats changed: Now grants 300 HP, 15 armor, +25% bonus health. From 300 health, +15% bonus health. item 3143 Cost increased to 3000-3100. Now grants 500 HP and 90 armor. item 3800 No changes item 3742 No changes item 3065 HP increased to 500, cost increased to 2900 item 3068 No changes item 3075 Armor increased to 100 from 80, cost increased to 3100 item 3083 Cost increased to 2900, now grants 1000 HP item 3110 No changes

Thoughts felas?

Edit: changed cinderhulk to 25% bonus health from 20% total

6 Comments

Meep Man2 votes

Change Cinderhulk to +20-25% Bonus Health. +20% Total Health is too much.

TheSingularity1 votes

Fair, I guess I just wanted them spiking faster than usual, however that... ain't healthy at all XD. See OP. changed it :)

kaironen1 votes

Frozen heart, sunfire cape, and deadman would probably all need a cost and stats adjustment. Your randuin changes seem to go overboard on the armor department but either way, tank items should feel tankier but cost more. Tanks are way too much into this "strong mid game" department right now and it doesn't feel good to get deleted late game. I don't want tanks to be the main late game top laner but they should be the main teamfighters. If you want to make tanks stronger in this current meta, you most likely need to nerf conqueror and nerf the effectiveness that scuttle brings. These are the 2 things that makes tanks weaker than other classes in those roles.

TheSingularity1 votes

Your randuin changes seem to go overboard on the armor department

It takes it more in line with old randuins (550 health, 90 armor). The crit reduction is practically irrelevant currently, even if crit adc's get stronger as most of the dmg will be true dmg. Also given the ineffectiveness of armor compared to magic resist, you need like triple the armor to have the same effect

In regards to item 3110 item 3068 item 3742. You looking for increases or decreases in cost?

An alternative to nerfing conqueror would be to re introduce courage of the colossus (nice beefy shield upon hitting hard CC). As for scuttle, definitely. The regular camps don't do enough. Scuttle does too much

kaironen1 votes

They would need a cost increase and a stats increase. This would make tanks scale better into late game instead of being stronger at 1-2 items then weaker at end game builds.

The issue with conqueror is that you can't build anything against true damage. Fervor felt better since it was sustain dps but you could still build against it. Conqueror is probably too good right now, but if I had the choice, I would probably change it to be more about %pen since you can at least build something against it. Courage of colossus was fine but aftershock is extremely similar to it. The only difference is that aftershock benefits squishies more than tanks on itself.

TheSingularity2 votes

Personally I'd leave item 3068 item 3742 alone, and perhaps change them as a second wave kind of deal. Simply because of the way they influence top lane, we are adding allot of stats despite the cost increases. Deadmans is bough on almost every juggernaut. And the few tanks that can go top buy sunfire. Tankier juggernauts and fighters becomes the problem, rather than tanky tanks.

And will agree on the keystone deal. Wish we had courage instead of collosus, could be so dam fat :D

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