The actual change tanks need

Marshbouy··66 votes·2,501 views

Better keystones. Seriously, we have a health steroid, almost nonexistent damage reduction, and grasp. IMO grasp should be reworked to be more health drain focused and less damage focused, and maybe bond of stone could be reworked into something more interesting (im not a right brained person. When people ask me to draw something i literally stare at a blank page forever)

86 Comments

LankPants39 votes

I'd just say a better tree in general. The 50 HP mastery is quite possibly the most pathetic in the game for its tier.

Bladerunner77778 votes

That mastery is for supports... Who also branch into the tree

It's not bad at all

Knoyle8 votes

why would Taric TahmKench Alistar Bard Blitzcrank Thresh etc. ever take it over the one that adds to shields and healing? The extra hp becomes really pointless really fast while the other will scale with you the longer you are in game.

Bladerunner77777 votes

Because winning lane at early levels in a 2v2 scenario is infinitely more useful than a petty increase in heals/shields on a class that already has shitty scalings

Also Bard, Blitz, and Thresh aren't tanks if you were implying that

MrHaZeYo4 votes

Idk how you build Blitz and Thresh but they both get pretty tanky. Specially with Blitz's passive sheild.

EcchiOtakuTM3 votes

It WAS a tank mastery they reworked it for ADC+Supports. If it was reworked to a scaling 100HP, but scales harder 1-9 and weaker 10-18 it would be great tbh.

MunchCrunchLunch19 votes

flat damage reduction that scales with resistances or hp. thats all we fucking need. so it doesn't get abused.

or a keystone that gives. oh fuck resistances don't really matter anymore with how much penetration there is. at least when it comes to ad that is.

mf with lord dominks. some 50 flat armor pen. and black cleaver. makes your malphite a mid lane mage worth of armor.

HateDaddy16 votes

{quoted}

flat damage reduction that scales with resistances or hp. thats all we fucking need. so it doesn't get abused.

or a keystone that gives. oh fuck resistances don't really matter anymore with how much penetration there is. at least when it comes to ad that is.

mf with lord dominks. some 50 flat armor pen. and black cleaver. makes your malphite a mid lane mage worth of armor.

Then malphite presses r on her when she presses R and suddenly she's only auto attacking once every 257 years

Junkο1 votes

That depends, if Malphite or any tank is building full armor and itemizing properly (not just building an item for the sake of it, but because it's good against the enemy team), then no they won't be able to kill him that easily, full armor tanks are almost untouchable, and are invincible against full AD teams that have no good true damage (that's why having a full AD team is terrible). But you legit have to build 4--5 armor items for that, aka almost no MR.

Honestly the fact that MR itemization sucks giant ass and the fact that Void Staff is OP makes me wonder why people don't go full armor and health anyway.

Warlord Zudane9 votes

You're ignoring all of the armor penetration. 50 flat armor penetration + 45% bonus armor penetration item 3036 + 5% armor reduction per stack (up to 30% armor REDUCTION) item 3071

That means your armor runes are negated, same with a chunk of your armor from the flat armor penetration, you lose 45% of that against the attacker and then you lose 30% overall armor to everybody as you get attacked (which is then still lowed by that flat armor pen and bonus armor pen).

If you had 300 armor, then you'd end up with 250 after the flat armor pen and 137.5 armor after the % armor pen. Toss in 6 stacks of black cleaver and 30% armor reduction and you have 210 armor temporarily, dropped to 160 after the flat armor pen and a mere 88 armor after the % armor pen to the attacker (most likely the AD carry or top, both heavy damage dealers).

So... both sides do damage, and one side does more damage and the other side uses armor to protect against that damage. The first side gets armor penetration to break through the armor, and the other side gets..... more armor?

crippler388 votes

I thought it went reduction >percentage >flat

or in other words cleaver reduction would apply before dominik which would apply before yomuu's

GULAG 4 U1 votes

how the fuck do you get 6 blackcleavers?

At max the reasonable amount of black cleavers would be 3.

I'm talking about cleavers, not stacks.

TequilaZombie6 votes

By stacking the passive to it's max potential? It gives 5% armor shred per stack, and it stacks 6 times. 6x5% 30% armor shred.

Seriously dude, you're either new to this game or high right now.

GULAG 4 U1 votes

I meant 6 black lceavers, not 6 stacks.

TequilaZombie7 votes

You're the only person mentioning 6 black cleavers here, mate.

DarkSunSovereign3 votes

{quoted}

mf with lord dominks. some 50 flat armor pen. and black cleaver. makes your malphite a mid lane mage worth of armor.

Meanwhile a Zed with Hexdrinker makes the enemy mage a caster minion- much balance.

GULAG 4 U1 votes

I guess sorc's boots and void staff don't help?

DarkSunSovereign2 votes

They do, but it's not like you can rush either, let alone both.

GULAG 4 U1 votes

Well you'll still do damage to him doe, without it ad mids would get deleted.

DarkSunSovereign2 votes

Ap mids get deleted too even with zhonyas

GULAG 4 U1 votes

Well zed isn't going to delete you if he rushes maw.

And it's an item that allows ad mids to farm so yeah...

DarkSunSovereign2 votes

No, it's an item that allows ad mids to survive to land two more auto attacks which make up for the damage loss from not going full offensive.

Meep Man11 votes

I'd prefer Resolve to get reworked in general. Grasp is the only decent keystone in there with Strength of the Ages being the staple "pick this Keystone if none other benefit you and aren't a Mage" and Bond of Stone being arguably the most boring Keystone in the game. The Resolve Tree should be more like:

TIER 1

Recovery +0.6/1.2/1.8/2.4/3.0 Health Regeneration per 5 seconds Meant to appeal to the squishier champions using Resolve and Self-Heal Tanks

Unyielding +1.4/2.8/4.2/5.6/7 Bonus Armor and Magic Resist Meant to appeal to the tankier champions using Resolve

TIER 2

Explorer Grants +30 flat movement speed while out of combat Meant to appeal to the squishier champions using Resolve and Gank Tanks

NEW Refined Armor Grants 7% increased bonus armor and magic resist Meant to appeal to Lane Tanks

Tough Skin Reduces damage from Minion and Monster basic attacks by 6% (minimum 5 flat damage reduction) Meant to appeal to Jungle Tanks and Fighters

TIER 3

Runic Armor Incoming health restoring effects and shields are increased by 1.6/3.2/4.8/6.4/8% Meant to appeal to Self-Heal Tanks and squishier champions using Resolve

Veteran's Scars +1.6/3.2/4.8/6.4/8% Bonus Health Meant to appeal to Tank and Fighter champions using Resolve

TIER 4

Insight Reduces the cool down of your Summoner Spells by 15% Meant to appeal to the squishier champions using Resolve and niche users

Perseverance Regenerate 1.5% of your missing health every 5 seconds Meant to appeal to Tank and Fighter champions using Resolve

TIER 5

Swiftness Grants 3/6/9/12/15% Tenacity and Slow Resist Meant to appeal to Juggernauts and select Gank Tanks and Fighters

Legendary Guardian Grants 0.6/1.2/1.8/2.4/3 armor and magic resist for every nearby enemy champion Meant to appeal to Armor and Magic Resist focused Tanks and niche use Fighters

NEW Inner Spirit Flame While below 33% health, gain 2/4/6/8/10% damage reduction Meant to appeal to High Health Tanks and Fighters

TIER 6- Keystones

Grasp of the Undying After being in combat for 4 seconds, your next basic attack against an enemy champion deals bonus magic damage equal to 3% of their max health and heals you for half that amount (damage halved for ranged champions) Meant to appeal to Juggernauts, High Health Bruisers, and select Skirmishers

NEW Nature's Wrath Every time you take 600-1800 (based on level) damage before being out of combat for at least 8 seconds, roots will spring out at nearby enemies. For every nearby enemy unit, you are granted a 10-40 (+10% bonus health) shield. Meant to appeal to Tank Initiators and Early Game Tank Gankers/Tower Divers with High Health

NEW Might of the Protector Whenever a nearby ally takes 50% of their max health as damage within 2.5 seconds, they are granted a shield equal to 50% of your total armor and magic resist Meant to appeal to Peel Tank Supports and Immobile CC-Focused Tanks

LankPants13 votes

Why should the resolve tree appeal to squishy champs at all? I feel like Riot trying to make the tree appealing to squshies is the main reason it fails utterly for tanks.

Sad Tyrant3 votes

It should be able to be used by all champs, but be more appealing to tanks then most trees

kile1478 votes

Grasp doesn't really scale well with tanks, since with the wording that you have now it scales off the opponent's health, meaning that if both laners took it the one who built more health would actually be punished.

Skia Asteri1 votes

{quoted}

Grasp doesn't really scale well with tanks, since with the wording that you have now it scales off the opponent's health, meaning that if both laners took it the one who built more health would actually be punished.

It does scale off the user's max hp and not the targets. It says "your max Health", not their max Health in the tool tip.

kile1474 votes

I meant OP's version of it, not live. Current version is perfect for tanks and juggernauts, the suggested would not be.

CasterGilgamesh6 votes

Love the concept but grasp of the undying should scale with the tanks own max health over enemy health

The Blue Rajah1 votes

It does that already

CasterGilgamesh2 votes

His concept has it scale of enemy health

ProfDrDeath2 votes

Congrats, with those concepts, the tree is completely overpowered. And that is without even mentioning the numbers.

For instance, +7 Armor/Magic resist is completely and utterly broken, especially for 5 points IN TIER 1. Everyone, and I say EVERYONE and their little dogs, too, will take that mastery for the sheer power it gives. Basically, that is like Season 2/3's Defense Mastery Trees, when there was flat Armor in Tier 1/2 and HP in the respective other tier. Basically every champion who valued being in sustained combat (aka everyone but the long-ranged mages) took these masteries.

Dealth2 votes

I'm glad you aren't on the balance team.

Sad Tyrant1 votes

Might of the Protector is too weak that's like a maximum of 250-300 unless you are malphite, Rammus, or Taric

Legendary guardian: maybe increase the amount you get or create more targets for it, like allied champs, including yourself.

Earl Eulrich9 votes

while keystones really need to be changed for the greater good of the game...the thing tanks need is an actual choice between lategame-scaling items and midgame tankiness just like there had been in S2 when tanks had a real lategame and fights weren´t just deceided by dps/burst within fragments of a second.

Tychusfindlay9193 votes

[{quoted}](name=Don Eulrich,realm=EUW,application-id=3ErqAdtq,discussion-id=0qadb1tG,comment-id=0006,timestamp=2016-09-01T10:48:08.614+0000)

while keystones really need to be changed for the greater good of the game...the thing tanks need is an actual choice between lategame-scaling items and midgame tankiness just like there had been in S2 when tanks had a real lategame and fights weren´t just deceided by dps/burst within fragments of a second.

This. The closest thing we have to a late game tank item as juggs and tanks is randuins, and even then it's OK.

When you think about it, tank items are mad cheap compared to a lot of damage items. It's sad, there should be hard to build, expensive, but late game oriented tank items.

Dealth5 votes

Kind of a click-bait title but I'll give it to you. +1

kile1475 votes

"Players found this when coming up with changes for tanks"

TequilaZombie6 votes

"Unbelievable changes proposed by League player makes Riot think about firing it's entire balance team. The fifth change will blow your mind!"

Photos of Ghosts4 votes

Uhm the right brain / left brain thing in fact basically doesn't exist

Axhliay4 votes

What I was thinking was:

Upon reaching 30% of your max hp, Gain a physical sheild equal to 100% of your total armor, and a magic sheild equal to 100% of your total MR.

With a 30 second CD or something. Just an idea to throw around

GULAG 4 U3 votes

The fuck? No offense but are you insane?

LankPants7 votes

This isn't actually as strong as it sounds. It's basically a worse Strength of Ages in most cases since you'd need 300 armour for it to be equivalent. I don't think it's a good idea, but it's not an absolutely absurd one.

Drahcir1 votes

Could be a good niche for armor stackers.

oSEXYPLATYPUSo2 votes

bro dont know what you are talking about my tank play is just fine

my last four games as Maokai kda 5-3-23 ,9-10-17 , 7-5-8 , 3-9-18 won 3 of 4 lanned against Darius Gnar Kled Riven

Marshbouy12 votes

ok? I play tanks too and i do well with them, but that doesn't mean they should have defense focused keystones.

oSEXYPLATYPUSo17 votes

{quoted}

ok? I play tanks too and i do well with them, but that doesn't mean they should have defense focused keystones.

keystones is what is wrong with the masteries in the 1st place. they need to be gone. all of them

Warlord Zudane4 votes

Why exactly is this? I haven't understood why there's such an argument about them, but I started when masteries were already in place. I think it's a great way to be able to customize your build and play to your play style. As long as each person is using them to fit their play style then it'll help, but I think too many people are just following guides and not understanding what they are doing.

oSEXYPLATYPUSo9 votes

[{quoted}](name=Warlord Zudane,realm=NA,application-id=3ErqAdtq,discussion-id=0qadb1tG,comment-id=0008000000000000,timestamp=2016-09-01T14:28:19.357+0000)

Why exactly is this? I haven't understood why there's such an argument about them, but I started when masteries were already in place. I think it's a great way to be able to customize your build and play to your play style. As long as each person is using them to fit their play style then it'll help, but I think too many people are just following guides and not understanding what they are doing.

Issue with keystones is its considered damage creep. For example two of the worst just happens to be the most selected ones is fervor of battle and thunder lords decree being you can account for the damage a champ builds and buys but you cant calculate the burst or damage amplification these keystones apply. I cant keep count of how many times i was winning trades to lose out of no where to thunder lords decree proc

crippler382 votes

you can count how much damage they do though, it might be annoying but it's another thing to factor in is all. You calculate it the same way you'd know how much damage a champion's ability would do with thunderlords (only the thunderlords has its own scaling that's not champion dependent so it's easier to calculate since you wouldn't say, have to do the math for a tahm tongue and a talon rake rather than just look at their keystone in the tab menu.

Fervor it's the same thing, just multiply the amount you see in the tab by 8 and you got the damage total per hit.

Granted it does add a bunch of damage so that can be what you complain about, losing because you didn't factor it in is the same as losing a trade because vlad hat his crit q up

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