Late game Tanks vs DPS and Burst
Late game Example:
a) Full tank Amumu vs Full damage Vayne = Vayne wins with full hp . Amumu had 2 cc but without damage follow up he had no chance .
b) Hybrid Amumu with 3 AP items vs Vayne = Amumu wins . Amumu was not nearly as tanky but much more powerful than Vayne
This Logic right here applies to the teamfight in general .
CC TANK is not nearly as Efficient as someone who can deliver damage and CC. The more people on your team with high damage the more likely you are to win . What happens if your team has CC but no Damage? You loose
Obviously there are many variables in this game but my point is that game favors damage over defense .
You can't argue that Tanks have to absorb damage late game cuz it takes like 5 seconds for them to die . Defense just doesn't scale after 35% pen .
What I am trying to demonstrate is that say defensive champions simply delay their death without really contesting . Buidling full CC tank is like digging your own grave. Most tanky champions can't even get away with Hybid buidls .
The way I see it Tank should be able to counter AD/AP carry and not the other way around which is how it is right now . Late game Ad carries burst fulll tanks in few seconds .
Same logic applies to champions who can get away with full damage builds like Xerath,Rengar,Leblanc and overall regular AD carries late game who counter tanks with 35% pen .
Several reasons for that :
- Tanky jungle item is inferior to damage Item .
- Tanky items overnefred .
- Jungle is tuff on tanky champions .
- 35% armor/magic pen is too much .
- BORK has been overpowered for a long ass time . One item makes AD carry stronger than Tank whos job it is to stop you .
Take it for what you will . I think Tanks need quality of life update across the board .