The real solution to counter play is melee tanks that are low damage.

GigglesO··3 votes·466 views

They extend teamfights out longer than 4-5 seconds, and allow a safe engage/ body block for poke.

But what do I know, tanks are "op".

Honestly if tanks weren't so loaded with damage they would be much more balanceable. The issue is is we lost seeing the point of having a frontline that was low damage because low damage == useless.

Truth is we need body block for poke and initiators that can soak damage.

9 Comments

Khristophoros1 votes

Tanks need to have decent damage to be a threat besides just a CC bot for their team. Otherwise the tank would require a damage dealer to be with him 100% of the time. The tanks I find to be a problem are the ones with too much CC, damage, and are too difficult to kite. The tank should be enough of a threat to force people to kite but not immune to kiting.

But yeah we definitely need them to be prominent in the meta.

Penns1 votes

If tanks need decent damage, then dont also give them 4-5 second chain cc and/or a ton of aoe cc lul

Khristophoros1 votes

{quoted}

If tanks need decent damage, then dont also give them 4-5 second chain cc and/or a ton of aoe cc lul

Some tanks definitely have too much CC with too much damage like Maokai

GigglesO1 votes

So my issue is that everyone thinks that they need super high damage to be relevant. My issue with this is how much damage you can do in a fight where you stay alive longer.

So while yes, you need to deal enough damage to be a threat we don't need tanks to instantly kill you when they touch you.

So while I know alot of people didn't play S2 Mundo's large threat wasn't that he had TONS OF DAMAGE or TONS of CC if you built pure tank, its that he did just enough damage that if you stood still too long he could kill you really easily with very little threat to himself. However if you had ashe or anyone that could kite he couldnt kill you, and would die. All he did was extend teamfights, or get an easy kill if you stood still doing nothing but right clicking.

Escheton1 votes

If the Tank doesn't have dmg and soften up the enemies a bit, low elo will never follow an engage because they are scared of the full health enemies their dumb reckless Tank just rushed headlong in. Giving tanks dmg allows slow reaction/low experience players to better spot that it was in fact a pick on an out of position situation, and not just suicide. And lets be real, seeing silver is the vast majority of players, catering to having that demographic play the game a bit more like the pros do is a good thing. Feels nice.

GigglesO1 votes

I'm not saying that they should have 0 damage, it just creates a balance issue when your tanks do as much damage as a nuke level mage it makes the game harder to balance because then there is no reason to pick a different class. When you have them able to body block skillshots and take cc's with little threat to themselves they can help change how teamfights work.

Escheton1 votes

{quoted}

I'm not saying that they should have 0 damage, it just creates a balance issue when your tanks do as much damage as a nuke level mage it makes the game harder to balance because then there is no reason to pick a different class. When you have them able to body block skillshots and take cc's with little threat to themselves they can help change how teamfights work.

I think the balance is that the Tank is then stuck there, while the mage can do so from a safe distance. Also, it depends on the cooldowns and ease of use of the ability. For instance:Sion Ult. A bitch to land and a high cooldown. But if you are good you get rewarded with a knockup and damage based on exactly how telegraphed your approach was. I.E. more distance traveled=more dmg. And then very much stuck there with nothing but a shield and maybe some tank items to save him (and a team) I consider that fair. And threads regarding "who is the most balanced champion" agree.

Recent reworks (anything after Juggernauts came and set a new standard) have a lot of steroids. Dmg, resists, cc. What have you. Their kits are overtuned, because Riot has taken on the idea that everything should be fast and flashy and fun and if everything is OP then nothing is OP, so it's fine. We all disagree, I think I am safe to say, as this thread seems a testament to that.

TLDR: Yes, but thats good, if done well.

GigglesO2 votes

See thats the thing, champions like sion deal alot of damage over time if they are allowed to live, which make them a persistent threat. Most of the current melee champions either nuke someone or die instantly while trying. Where is the balance in that? When melee champions aren't allowed to be tanky/deal too much damage it doesn't create any incentives to build damage/build tank (depending on the situation). That is why we had things like tank akali, yasuo, ekko. Their base daamges were too high, so they had no reason to build damage. Now on the opposite, you had tanks like malphite that were so tanky that they had no reason to build anything but pure ap.

My proposal is that we need to move around champions to be a little more like sion where yes they are still threats over the long term, but not this instakill or insta-die crap that we have for a majority of the champions.

GrievousFetus1 votes

If tanks don't do at least some damage you can simply ignore them.

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