Brainstorming: Possible Support "Ranged Tank" Item?

Draehl·3/27/2018, 12:30:23 AM·3 votes·638 views

I recently returned to the game after having been away for ~1.5 seasons and had been struggling with why my beloved tanky Bard build was failing so horribly while Electrocute damage builds were working so well and "tank" champions were doing just fine! I'd tried full Resolve builds, stacked Armor/MR/Health items, but still melted like butter to most champions. I'd like to thank Eedat for educating me yesterday about the tank item nerf/tank champion buff from a while back. I can see why this occurred due to certain builds like machinegun Lulu top abusing base damage effects with extreme levels of durability. I don't blame Riot for doing this as it can be quite difficult to balance all the champions in the game under the assumption that they could build items to make them an unkillable tank.

That said:

**Is there room in the game for a single tank item designed for ranged champions who want to be able to wade into fights more for utility or crowd control purposes >if< the item came with some sort of major penalty? **

This would differentiate the situation from before in that players inclined towards this playstyle would be able to have their durability directly gated through this single item and if things got out of control could be directly nerfed with one dial. Below is a quick hypothetical, but I'm more interested in discussion of the general idea of ranged champions being able to build more tanky if taking some kind of compensatory drawback.


Cursed Mantle (Ranged Only) +800 Health +300 Mana +10% Cooldown Reduction

_ UNIQUE Passive - Cursed Resolve: For every 5% Cooldown Reduction you also take 5% less damage, but provide 5% less damage, healing, and shielding. (Maximum 45%)_


The numbers are obviously just a generic spitball and incredibly OP (would certainly make Thresh a living god) Still, something along these lines could really open up that old playstyle of offtank casters and even new champions as possible supports (Lissandra for instance?)

Just a rough idea from a bummed out tank Bard main but I'd love to hear what you think!

19 Comments

k wìx3/27/2018, 2:49:17 AM2 votes

High plat support main, fyi.

Conceptually, it would open up a TON of diversity and options in how you build supports in the bot lane, so I very much like the idea.

That being said, I think your item design needs some work - You definitely solved the problem of making an appealing item for CC-focused ranged supports...

**But you've created another big problem - the item is just incredibly powerful on melee CC style tanks. **

The design challenge you need to solve is how to make the item good on ranged style supports, while also not being broken on most hard CC tanks. This is very difficult to do.

As an example, your item would be absolutely nuts on Braum DrMundo Blitzcrank Leona Maokai Nautilus Rakan

nelogis3/27/2018, 8:25:09 AM2 votes

Gnar

Nononononono no! no! NO JUST NO! NOOO!

I don't want a Gnar with ANY permanent damage reduction running around and no fine tuning will ever balance this out.

If Gnar didn't exist then the item would have to cost around 4.5k gold for how strong the passive and base stats are.

Edit: So I just did some maths and the item would have to cost around 7320 gold

First lets go to the base stats:

  • 2.6 gold per HP
  • 1.4 gold per Mana
  • 26.6 gold per % CDR
  • 20 gold per armor
  • 18 gold per MR

source: http://leagueoflegends.wikia.com/wiki/Gold_efficiency

The base stats alone are worth 2819 gold

But now we come to the passive! I'm assuming this effect works multiplicative so at 45% CDR and 100 armor you take 77.5% less damage from physical attacks.

(Damage reduction formula: Damage multiplier = 100/100+Armor, Armor bigger or equal to 0)

The armor alone would give you 50% damage reduction, to go from 50% to 77.5% you would theoretically need an additional of 244 armor (so 344 armor in total)

That additional armor is worth: 4880 gold (if armor) 4392 gold (if MR)

So to sum it up you get around 7320 gold in value from this item at 100 armor. If you buy this item while having more armor then that number skyrockets out of control (at 200 armor the item is worth 14152 gold)

I think this shows you well why this item can't be implemented like that ^^

Done253/27/2018, 10:27:56 AM1 votes

A. That item is a horrible concept B. The closest thing we have to a ranged tank is Thresh, and he has to get close to use his E/R. C. The reason for is because the concept of a ranged tank is innately unhealthy for the game. What you are describing is an unkillable CC bot who can work from range. Imagine Cho'gath Q spam, but even more annoying.

Killer of Night93/27/2018, 1:57:13 PM1 votes

What about a item where if the AA is ranged after 16-6 minion death near to you (or assist),if your ally is near to you (kight and zeke pact) your next auto attack is enchanted and deal bonus damage equal to your bonus Hp/%cd+base and it will give bonus atk speed (30-50%) for 6 s on you and mark the enemy target for 6s wich for every hit that you and your ally make on them(1aa+1aa=1stack) will gain %dmg red (versus all or versus the marked enemy) that last after 4s after the last proc (5% dmg red on stack with 2(+1 every bonus 300 hp) with a max of 7 stack). It should have 300 hp + 30 armor + 30 mr + 10% cdr. If it would bee too powerful on peeling support it could get a effect called Lost of Heart which nullify the %shield and heal gived from item for the duration of the effect (won't nullify revitalise rune). The effect is halved if the marked ally has more than 100 bonus armor and 100 bonus mr. Only one ally can get the pact and has 60s cd/cannot make pact in combact. What do you think?

ZackTheWaffleMan3/27/2018, 3:34:47 PM1 votes

Why even make the passive unique? I'd like to see Vayne build two of these, a sheen, and a forbidden idol and be literally unkillable.