LDR buff rationale "fighters are usually only around 1000 health up on ADCs" - Meddler

Tychusfindlay918··33 votes·2,146 views

And then there was the juggernaut class...

96 Comments

Teridax6813 votes

What I particularly dislike about that quote is that it's kinda fucked either way, because a 1000 health difference between a class that is meant to be squishy, and one that is meant to be durable, is minuscule. Granted, resistances can make a difference, but fighter itemization in particular is almost purely geared towards providing health, not resists. Effectively, that number both ignores fighters that do in fact exceed this health difference, and who end up getting screwed as a result, and sets such a low bar for fighter durability that it underlines just how much the class is suffering right now. Fighters should be as tanky as tanks, not in-between tanks and marksmen on survivability, and the fact that tanks still get to exceed fighter health values, despite focusing most of their durability on resists, is indicative of a very serious balancing problem.

ChaddyFantome27 votes

Fighters should be as tanky as tanks

Uh, no they shouldnt. Not unless they are a juggernaut.

Ralanr19 votes

Even then they shouldn’t.

Riot stated they wanted tanks to be the most durable class.

Teridax685 votes

But why, though? What is it that makes tanks require more tankiness than fighters? Fighters are meant to be durable and output damage, whereas tanks are meant to be durable and output crowd control. In the meantime, both fighters and marksmen are meant to output DPS, but their difference in durability does not in any way make up for the difference in range both classes have, particularly when life steal means marksmen aren't all that fragile.

Riot may have stated they wanted tanks to be the most durable class, but in practice that hasn't really worked out best for balance, particularly when many tanks have also ended up outputting a lot of damage. Tanks right now are already not that distinct from fighters in this respect, which makes drawing these lines in the sand all the more nonsensical when it comes to discussing exactly how much more of a certain feature a class should have over the other.

Ralanr11 votes

I think it’s because fighters would be picked over tanks and any utility or CC can be fixed with supports, mages, or even some fighters.

So many champions have so many similar effects that it makes it so you’d primarily choose stats when deciding them.

Teridax683 votes

{quoted}

I think it’s because fighters would be picked over tanks and any utility or CC can be fixed with supports, mages, or even some fighters.

This argument can be used for literally any other kind of combination, and taken in either direction. For example, if fighters and tanks had equal durability, tanks could just as well replace fighters, and the niche would be covered by marksmen, who already output superior DPS. This is, in fact, what is occurring right now. In the end, there is some degree of overlap in contributions and assets among classes, but that should not mean one class should be better at one strength than the other, if that strength is core to both classes. It is this kind of mentality that has harmed fighters, because they're constantly assumed to be in-between marksmen and tanks, rather than a class of their own. This also makes the assumption that fighters would somehow become more valuable than tanks for some unspecified reason, or that damage is implicitly better than utility/CC no matter how much of the latter a champion has.

{quoted}

So many champions have so many similar effects that it makes it so you’d primarily choose stats when deciding them.

Then the solution should be to separate champions better, not make some more statistically powerful than others. Stat-based champion selection is itself a thing Riot have officially said they didn't want to continue having, which is also why they have put so much effort into updating champions, even entire subclasses of champions, just to differentiate them. In the end, the difference between tanks and fighters should be one of features, not stats, and trying to establish a separation based on the latter is an implicit admission that the two classes are not distinct enough from each other. Personally, I think that is currently the case, mainly because tanks have ended up overlapping even more with fighters after the Tank Update, due to how they gained more damage. What we need is to make sure these classes don't do the same thing, not make them do the same thing in different amounts.

Ralanr7 votes

And before the tank update we had fighters overlapping with tanks.

I agree that they need to diversify kits better and that was the point of the class updates. But the updates turned out to not be effective enough, leading Riot to take a slower approach to champion updates for diversification.

It will probably be season 10 when they’ve made a lot of progress.

Teridax683 votes

{quoted}

And before the tank update we had fighters overlapping with tanks.

Overlap goes both ways, so this is self-evidently true, unless you are saying that fighters dominated tanks before the update, in which case that isn't true. There has always been overlap between tanks and fighters, it's just that the Tank Update made this problem worse, imo.

{quoted}

I agree that they need to diversify kits better and that was the point of the class updates. But the updates turned out to not be effective enough, leading Riot to take a slower approach to champion updates for diversification.

Sure, but in the end the problem was not one of stats, and in the meantime stats are still not an adequate means of differentiation. Literally no part of this argument really justifies the need for tanks to be tankier than fighters.

Ralanr8 votes

So why exactly should fighters be as durable as tanks?

If it was through sustain I can see it. But if it’s straight up durability then I don’t see a reason why’d you play a tank. The “CC” argument isn’t that strong since the mid or Support can provide it, and the engage option can be fixed with Righteous Glory.

So why pick a tank if fighters are just as durable and are better designed to kill?

Critmaster Garen4 votes

{quoted}

So why exactly should fighters be as durable as tanks?

If it was through sustain I can see it. But if it’s straight up durability then I don’t see a reason why’d you play a tank. The “CC” argument isn’t that strong since the mid or Support can provide it, and the engage option can be fixed with Righteous Glory.

So why pick a tank if fighters are just as durable and are better designed to kill?

juggernauts. not all fighters.

theyre designed around health stacking. but that doesnt even make them as or more durable than tanks. a lot of tanks have massive resistance steroids built into their kits for 100 bonus armor/mr and upwards.

malphites w passive which is empowered by his shield, leonas w, sejuanis passive, rammus w. etc.

theyre also working better with aftershock, which is another massive resistance steroid that synergizes multiplicative with their own armor/mr scaling resistance steroids.

that alone makes them more durable than juggernauts with the same health/resistance items.

the cc argument still holds true though in my opinion, as the teamfight utility over fighter damage is still valuable in its own right, and its exacxtly why tanks have a higher winrate than fighters most of the time.

only tanks have the combination of aoe cc and defense, and engage potential.

even if juggernauts were as tanky as tanks with the same health items, theyd still have an entirely different value to a team than a tank.

Ralanr6 votes

But you’re pointing out that the juggernaut will not be as durable as the tank. Even with similar health pools, the tank will have more resistances to be durable.

I’d like more insight on your last point.

Critmaster Garen6 votes

{quoted}

But you’re pointing out that the juggernaut will not be as durable as the tank. Even with similar health pools, the tank will have more resistances to be durable.

I’d like more insight on your last point.

a juggernaut can be a fronliner for a team, but only a tank can enage, heavily disrupt and peel.

even if juggernauts and tanks were equally resilient, theyd still bring different strengths to a team. in competitive play so far the team utility of a tank has heavily outweighted the carry potential of juggernauts.

the problem really is if theyre buffing last whisper against tanks the way they are, theyre also buffing it more against juggernauts. because tanks mitigate more adc damage from resistances after penetration, or via relatively short cooldown shields.

the problem is, that a juggernaut will build around 4000 to 5000 health, which brings him into the max amp range of ldr after the change. but tanks will on average have much higher resistances even after penetration, or massive shields (nautilus w) with the same health values.

Ralanr3 votes

Righteous Glory for engage. It’s not a Sion ult like engage but it’s similar enough to be “good enough”.

The problem with tank utility is that frankly as good as it is they aren’t the only ones bringing it (frankly everything is overloaded with utility imo). Divers like Renekton and Rhaast can act as frontliners and have enough CC to do the job while being able to engage.

What tanks offer better is holding people down in fights after the engage.

And again, if Juggernauts were as durable as tanks because of their sustain I’d be ok since they thrive in battle and want to keep fighting. But I draw the line at being equally durable without their sustain because that makes them more durable over all than actual tanks.

Riot wanted tanks to be the most durable class. Frankly I feel they needed to make tanks less reliable (because I am sick and tired of people using Maokai as an example of all tanks. As a Sion main it angers me).

Critmaster Garen4 votes

{quoted}

Righteous Glory for engage. It’s not a Sion ult like engage but it’s similar enough to be “good enough”.

The problem with tank utility is that frankly as good as it is they aren’t the only ones bringing it (frankly everything is overloaded with utility imo). Divers like Renekton and Rhaast can act as frontliners and have enough CC to do the job while being able to engage.

What tanks offer better is holding people down in fights after the engage.

And again, if Juggernauts were as durable as tanks because of their sustain I’d be ok since they thrive in battle and want to keep fighting. But I draw the line at being equally durable without their sustain because that makes them more durable over all than actual tanks.

Riot wanted tanks to be the most durable class. Frankly I feel they needed to make tanks less reliable (because I am sick and tired of people using Maokai as an example of all tanks. As a Sion main it angers me).

righteous glory is an easily countered engage. you just have to have another frontliner stand in the way for the aoe slow to trigger and the movement speed to canceled. if your engage stops at the enemy bruiser or tank with some soft cc, you havent won much.

its as unreliable as dead mans is for an engage tool.

amazing if you want to follow up an actual tank or support engage of your own team, but not comparible on its own.

i can see your other points. though i still dont understand why adc need damage buffs against juggernauts. theyre dealing enough damage to them as is.

Ralanr4 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=4WEW9Rc6,comment-id=00020000000000000000000000000000000000000000000000000000,timestamp=2017-12-07T20:52:08.952+0000)

righteous glory is an easily countered engage. you just have to have another frontliner stand in the way for the aoe slow to trigger and the movement speed to canceled. if your engage stops at the enemy bruiser or tank with some soft cc, you havent won much.

its as unreliable as dead mans is for an engage tool.

amazing if you want to follow up an actual tank or support engage of your own team, but not comparible on its own.

i can see your other points. though i still dont understand why adc need damage buffs against juggernauts. theyre dealing enough damage to them as is.

I don’t understand it either. I’ve noticed Riot tends to buff anti durability stuff whenever they buff durability.

Critmaster Garen5 votes

{quoted}

I don’t understand it either. I’ve noticed Riot tends to buff anti durability stuff whenever they buff durability.

its like riot cant give one single buff to a specific class of champions without buffing marksmen at the same time.

theyre buffing top lane bruisers and increase their damage against tanks, so they get back into the game and compete better with tanks on top lane. so of course they also have to buff adc against tanks and bruisers in the same patch?

Ralanr4 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=4WEW9Rc6,comment-id=00020000000000000000000000000000000000000000000000000002,timestamp=2017-12-07T20:58:12.619+0000)

its like riot cant give one single buff to a specific class of champions without buffing marksmen at the same time.

theyre buffing top lane bruisers and increase their damage against tanks, so they get back into the game and compete better with tanks on top lane. so of course they also have to buff adc against tanks and bruisers in the same patch?

Wish I knew man. Maybe they want to avoid “ADC in 2K17” while they are on vacation.

The Yetii Rider2 votes

And so, what? Because this change can hurt juggernauts, Riot SHOULDN'T make it? It helps divers and skirmishers. Why shouldn't those classes get love too?

Critmaster Garen3 votes

[{quoted}](name=The Yetii Rider,realm=NA,application-id=3ErqAdtq,discussion-id=4WEW9Rc6,comment-id=0002000000000000000000000000000000000000000000000002,timestamp=2017-12-08T00:00:42.641+0000)

And so, what? Because this change can hurt juggernauts, Riot SHOULDN'T make it? It helps divers and skirmishers. Why shouldn't those classes get love too?

they are already getting some love with direct buffs. and this change doesnt buff skirmishers and divers, it just buffs marksmen.

im saying riot shouldnt do the change because its pointless. juggernauts arent anywhere enar too strong and marksmen dont have issues killing them.

Critmaster Garen9 votes

[{quoted}](name=The Yetii Rider,realm=NA,application-id=3ErqAdtq,discussion-id=4WEW9Rc6,comment-id=00020000000000000000000000000000000000000000000000020001,timestamp=2017-12-08T02:34:45.151+0000)

Marksmen have issues killing tanks.

bull.

shit.

marksmen arent having trouble killing anything right now.

and with the buffed cleaver and the better bruisers, there will be more damage on a team to deal with tanks anyways. there is no fucking reason to give marksmen another buff. if anything, the class needs severe cost nerfs to zeal items to stop the horrendous snowball thats coming out of bot lane.

Teridax682 votes

{quoted}

So why exactly should fighters be as durable as tanks?

Because fighters are meant to be a tanky class. They are one of the two classes in the game that are meant to be tanky, so it makes no sense for one to be top-tier in tankiness and the other to be middle-of-the-line. Some champions are likely better off tankier than others, but I don't think that comes down to a fighter/tank distinction. Again, why should tanks be more durable than fighters?

{quoted}

If it was through sustain I can see it. But if it’s straight up durability then I don’t see a reason why’d you play a tank.

A tank can provide immense amounts of CC. A fighter doesn't, or at least shouldn't do that. There once was a time when fighters dominated over tanks precisely because their CC was seen as good enough, but that just means fighters as a class should have less crowd control. More loaded divers like Camille, Jarvan IV and Vi are the biggest culprits, in this respect.

{quoted}

The “CC” argument isn’t that strong since the mid or Support can provide it, and the engage option can be fixed with Righteous Glory.

Except many tanks already compete with enchanters in bot lane, and have a healthy presence there when enchanter items aren't overbuffed. Mages also can be in healthy competition there, despite having some overlap in CC. Mages and assassins both have burst, but one class's prominence doesn't typically eliminate the other. Mages and marksmen are both ranged, yet don't even compete with each other, besides in mid lane where they both have decent presence. As has already been said above, this argument stinks.

{quoted}

So why pick a tank if fighters are just as durable and are better designed to kill?

Tanks are not designed to kill in the first place, and this might be the reason why you may not be seeing how they can compete with fighters. Again, tanks are designed to create disruption through their crowd control, and in some cases offer protection. This disruption is valuable on its own, because it can set champions up for easy kills, take dangerous targets out of fights, and generally render the enemy team a lot less effective than if they had to deal with just one extra damage source. This is an important contribution no other class can provide to the same extent, not even supports or mages. Because of this, tanks will always have a place in the game.

The same, however, cannot be said for fighters: if fighters aren't allowed to be as tanky as tanks because "tanks wouldn't be picked otherwise", and if they aren't allowed to have DPS on par with marksmen, the end result is a class whose core strengths are all inferior to other classes. In this case, why pick fighters? What would make a fighter worth picking in this scenario? Even if they did have the same damage output as marksmen, why pick them when they cannot survive for as long as tanks?

The thing is, this is also a problem unique to League: if you look at any other MOBA, you will find tanky DPS champions there, as well as tanks, and they generally have the same level of tankiness. Dota 2 even has carry champions, like Alchemist, Brewmaster or Skeleton King, who are top-tier in both damage and durability. Similarly, Smite has a class of tanky damage-dealers whose survivability is on par with tanks, and their damage on-par with other damage classes. HotS has a Warrior class that encompasses both fighters and tanks, and its members all have similar amounts of survivability, with some characters sacrificing crowd control for damage. In all of these cases, there is a healthy enough environment that both tanks and fighters, or their equivalents, are picked, even though they are on similar durability levels, because the CC and utility of tanks is considered just as valuable as the damage of fighters. League, I suspect, is no different.

Ralanr2 votes

{quoted}

Because fighters are meant to be a tanky class. They are one of the two classes in the game that are meant to be tanky, so it makes no sense for one to be top-tier in tankiness and the other to be middle-of-the-line. Some champions are likely better off tankier than others, but I don't think that comes down to a fighter/tank distinction. Again, why should tanks be more durable than fighters?

A tank can provide immense amounts of CC. A fighter doesn't, or at least shouldn't do that. There once was a time when fighters dominated over tanks precisely because their CC was seen as good enough, but that just means fighters as a class should have less crowd control. More loaded divers like Camille, Jarvan IV and Vi are the biggest culprits, in this respect.

Except many tanks already compete with enchanters in bot lane, and have a healthy presence there when enchanter items aren't overbuffed. Mages also can be in healthy competition there, despite having some overlap in CC. Mages and assassins both have burst, but one class's prominence doesn't typically eliminate the other. Mages and marksmen are both ranged, yet don't even compete with each other, besides in mid lane where they both have decent presence. As has already been said above, this argument stinks.

Tanks are not designed to kill in the first place, and this might be the reason why you may not be seeing how they can compete with fighters. Again, tanks are designed to create disruption through their crowd control, and in some cases offer protection. This disruption is valuable on its own, because it can set champions up for easy kills, take dangerous targets out of fights, and generally render the enemy team a lot less effective than if they had to deal with just one extra damage source. This is an important contribution no other class can provide to the same extent, not even supports or mages. Because of this, tanks will always have a place in the game.

The same, however, cannot be said for fighters: if fighters aren't allowed to be as tanky as tanks because "tanks wouldn't be picked otherwise", and if they aren't allowed to have DPS on par with marksmen, the end result is a class whose core strengths are all inferior to other classes. In this case, why pick fighters? What would make a fighter worth picking in this scenario? Even if they did have the same damage output as marksmen, why pick them when they cannot survive for as long as tanks?

The thing is, this is also a problem unique to League: if you look at any other MOBA, you will find tanky DPS champions there, as well as tanks, and they generally have the same level of tankiness. Dota 2 even has carry champions, like Alchemist, Brewmaster or Skeleton King, who are top-tier in both damage and durability. Similarly, Smite has a class of tanky damage-dealers whose survivability is on par with tanks, and their damage on-par with other damage classes. HotS has a Warrior class that encompasses both fighters and tanks, and its members all have similar amounts of survivability, with some characters sacrificing crowd control for damage. In all of these cases, there is a healthy enough environment that both tanks and fighters, or their equivalents, are picked, even though they are on similar durability levels, because the CC and utility of tanks is considered just as valuable as the damage of fighters. League, I suspect, is no different.

“Tanky” does not mean more durable than the class that descriptor is named after.

I honestly prefer HOTS tank design because of how exp works in it. I don’t have to worry about getting myself ahead so I can help my team, instead focusing on getting my team ahead.

Teridax682 votes

{quoted}

“Tanky” does not mean more durable than the class that descriptor is named after.

Which is why I am not asking for fighters to be more durable than tanks, I am asking for them to be equally tanky on average. The myth that "tanky" only serves to describe tank champions is also misleading, as tank characters or classes in many games also include what we call fighters in League. It would be the same as trying to insist that only support champions can go into the support position in bot lane, which is likely why Riot tried to make a distinction by clumsily renaming the class as "controllers".

Ralanr2 votes

{quoted}

Which is why I am not asking for fighters to be more durable than tanks, I am asking for them to be equally tanky on average. The myth that "tanky" only serves to describe tank champions is also misleading, as tank characters or classes in many games also include what we call fighters in League. It would be the same as trying to insist that only support champions can go into the support position in bot lane, which is likely why Riot tried to make a distinction by clumsily renaming the class as "controllers".

Support name choice aside, you're asking fighters to be equally tanky through their stats. This makes them more tanky than tanks because of their sustain.

Teridax682 votes

{quoted}

Support name choice aside, your asking fighters to be equally tanky through their stats. This makes them more tanky than tanks because of their sustain.

Wait, so is sustain tankiness or is it not? Because if it is, then sustain is simply part of tankiness, and so would already be factored in, just like resists are a large part of the tankiness of tanks, but much less part of the tankiness of fighters. If not, then it has no bearing on this discussion. I don't see the contradiction here.

Ralanr3 votes

I don’t see sustain as tankiness and it’s why I believe it has bearing in this discussion because you think fighters should be as tanky as tanks.

Because I don’t factor in their sustain as their durability, I interpret this as saying fighters should be as durable as tanks without sustain.

This has bearing because I have also mentioned that if fighters reach the same durability as tanks through their in combat sustain, I wouldn’t mind because it only further separates them.

Am I being clear?

Teridax682 votes

I personally do think sustain is tankiness, but even when factoring this in, I still think fighters are still far less tanky than tanks. Some fighters have healing, but tanks often have shields, in addition to far superior resistances. Because of this, even if fighters and tanks were on equal raw health, they would still have their own unique and equal variants of tankiness.

I agree that I'd like to see more distinction between sustain-based durability and more static tankiness, though this is something I think could apply to both tanks and fighters. I'd like to see more champions have survivability that is anti-DPS, but not necessarily anti-burst, so lower base health and resists, but persistent healing or shielding. Champions with large, static health reserves, on the other hand, should remain good against burst and weak to DPS. Because this should be done on a champion-to-champion basis, however, I still don't think this contradicts the premise that fighters and tanks should have equal levels of health on average.

Teridax682 votes

{quoted}

Well ask yourself, “why am I building X when I can be just as durable with Y?”

I mean, if it comes down to the choice between anti-burst and anti-DPS, the choice should come down to whether you're dealing with burst or DPS. If not, then it should be a matter of how your champion expresses their own durability via their kit.

Iota Theta1 votes

{quoted}

Which is why I am not asking for fighters to be more durable than tanks, I am asking for them to be equally tanky on average. The myth that "tanky" only serves to describe tank champions is also misleading, as tank characters or classes in many games also include what we call fighters in League. It would be the same as trying to insist that only support champions can go into the support position in bot lane, which is likely why Riot tried to make a distinction by clumsily renaming the class as "controllers".

I think another factor is just claiming fighters should be as tanky as a class can be misleading. Juggernauts we would all agree should be as durable as tanks. Diver Champs like J4, Xin, and Camille most would probably agree that they shouldn’t be nearly as tanky, as they also have forms of mobilty that Juggernauts can’t even compete with and would just push Juggernauts out more.

In my understanding of the classes, As far as melees go with durability: Assassins/Skirmishers, Divers, Juggernauts/Tanks.

The problem with Juggernauts not being as durable is that tanks have natural defensive steroids, but they can also go straight into building tank, whereas most Juggernauts need to get offense first (Cleaver, Trinity, Sterak’s, etc), unless you’re Mundo. At which point, Juggernauts need ways to compensate for that. Darius and Illaoi have their heals, and Nasus and Garen have ult and W, respectively. But it’s tough to compare those that have CDs to the 6 tank item builds that are mostly passive stats

Teridax683 votes

See, I don't think there should really be that much of a separation in tankiness between divers and the rest. At the end of the day, that's not really why you'd pick one subclass of fighter over the other, as you're still going for a tanky champion, so it really comes down to what either subclass contributes uniquely: personally, I think the difference should come from divers having long-range mobility, and juggernauts having AoE, meaning one subclass should be really good at reaching the back line, and the other should be good at damaging multiple targets at the same time.

Right now, though, the problem with this is that both divers and juggernauts are dysfunctional in their own way: divers are frequently overloaded and given shit they don't need, such as CC, AoE, even burst (all of which you can find on someone like Jarvan IV, for example), whereas juggernauts simply cannot achieve their fantasy right now, as their damage is often insufficient against crowds and their raw stats do not make up for the amount of peel and lockdown they have to deal with. Both of these situations need to change, and the end result should likely not involve giving these subclasses particular differences in tankiness or even DPS.

I also agree, the general problem with fighters, and any tanky damage class, is that whereas tanks scale only with durability, and thereby go for full durability builds, fighters need to build for both damage and durability, meaning they end up with inferior damage compared to a pure damage class, and inferior durability relative to tanks. I feel one way to potentially solve this could be through scalings, so that the durability and damage of fighters would scale better than similar effects on damage classes or tanks. That way, an "average" fighter build should allow them to have top-tier tankiness and DPS, and min-maxing could potentially produce some funny off-builds as well.

Velzard of Koz2 votes

Fighters are meant to be durable and output damage, whereas tanks are meant to be durable and output crowd control.

Implying fighters don't have enough crowd-control to be problem that way?

Teridax682 votes

I mentioned that many fighters have too much crowd control, hence the preexisting overlap between fighters and tanks that was in favor of fighters throughout Seasons 2-3. I would very much like to see fighters have less CC overall, particularly when it comes to all-purpose divers like Jarvan, Vi or Xin Zhao.

Velzard of Koz1 votes

So much damage, no much CC. And what will be difference between them and Assasins besides no escape (except for shits like Lee Sin)?

You realize If you had squishy with escape or dmg dealing tank without escape (but with engage since there are Divers), people would still rather take Fighter over Assasin any time because you don't need escape If you have durability of Tank and this way over the course of fight, you effectively out-damage Assasin that uses the escape because of the fact he can't withstand the fight.

Also I suppose with this you wan Divers and Juggernauts blended, because that way Divers would turn into better Juggernauts. Or would you prefer to rather remove Divers and have Juggeranuts be the model? Because they aren't quite the joy to balance.

Teridax682 votes

[{quoted}](name=Velzard of Koz,realm=EUNE,application-id=3ErqAdtq,discussion-id=4WEW9Rc6,comment-id=0002000000000000000100000001,timestamp=2017-12-08T02:30:25.335+0000)

So much damage, no much CC. And what will be difference between them and Assasins besides no escape (except for shits like Lee Sin)?

The core difference is that divers should be outputting DPS and assassins should be outputting burst, and that fighters should rely on their durability to survive, whereas assassins should be relying on their escapes. I agree that right now, champions like Jarvan or Wukong can pick up Lethality items and turn into pseudo-assassins, which is why I would also want burst to be taken away from fighter champions.

[{quoted}](name=Velzard of Koz,realm=EUNE,application-id=3ErqAdtq,discussion-id=4WEW9Rc6,comment-id=0002000000000000000100000001,timestamp=2017-12-08T02:30:25.335+0000)

You realize If you had squishy with escape or dmg dealing tank without escape (but with engage since there are Divers), people would still rather take Fighter over Assasin any time because you don't need escape If you have durability of Tank and this way over the course of fight, you effectively out-damage Assasin that uses the escape because of the fact he can't withstand the fight.

This isn't at all true, and time and time again we've seen champions like Ekko, Zed, Kassadin, etc. do very well for themselves precisely because they have the option to escape combat, instead of being forced to stay. In fact, this is the reason why many divers go for more damage-heavy builds right now, because their tanky builds are so mediocre that damage builds give them more of a guarantee to kill someone before they die. There isn't anything about a durable DPS champion that makes them implicitly better than a squishy burst champion with escapes in every circumstance.

[{quoted}](name=Velzard of Koz,realm=EUNE,application-id=3ErqAdtq,discussion-id=4WEW9Rc6,comment-id=0002000000000000000100000001,timestamp=2017-12-08T02:30:25.335+0000)

Also I suppose with this you wan Divers and Juggernauts blended, because that way Divers would turn into better Juggernauts. Or would you prefer to rather remove Divers and have Juggeranuts be the model? Because they aren't quite the joy to balance.

I specified at some point in this comment line that I wanted a better separation between divers and juggernauts, as juggernauts are meant to be the best at outputting AoE DPS. In this respect, divers should not have AoE, and juggernauts should be able to consistently damage multiple enemies at a time. The fact that juggernauts can barely even reach their targets most of the time, let alone damage multiple enemies in one go, is a major reason why they're struggling so hard right now.

SzGamer2271 votes

Fighters have abilities that deal damage and empower auto attacks, so they build damage to amplify their abilities and auto attacks. Tanks have abilities that inflict crowd control and boost defenses, so they build health and resistances to stay alive longer and inflict more cc (since cc duration doesn't scale with damage), and also to multiply the effectiveness of defensive steroids.

Teridax682 votes

Sure, but that doesn't answer the question, that just says fighters have to build to make both of their core contributions scale. Tanks, by contrast, don't have to itemize to make their CC scale, because crowd control retains constant value throughout games. This doesn't really justify why one class should be weaker at what they do while other classes auto-scale, in this respect.

SzGamer2271 votes

Tanks and fighters fulfill different roles and find success building different items. One doesn't outclass the other; in fact, a good team comp should include both (either a fighter top lane and a tank jungle or vise versa).

If a tank isn't tanky enough to frontline and cause disruption with their cc over the course of a team fight, the tank isn't going to be helpful, the same way a fighter isn't helpful if they don't deal enough damage to be a kill threat or die too quickly. Tanks achieve more usefulness in fights by staying alive for as long as they can off of sheer resistances. Fighters also rely on being durable, but in a completely different way; fighters will very often have sustain built into their kits, which gives them freedom to build damage without compromising their innate durability.

A fighter's job is to deal as much damage as possible over the course of a fight, which means they have to stay alive, but also have to be attacking the entire time as well. A fighter's kit will allow them to do both, with a flexible range of build options (such as Ravenous vs. Titanic Hydra). A tank just has to sit there and apply cc as much as possible to catch enemies and peel for allies, and their kits will very often lock them into building pure defense due to low damage-stat scaling and damage that instead scales off of health or resistances. Tanks have relatively high base damage, but it doesn't outperform a damage-oriented class. It's just a band-aid that allows tanks to be somewhat useful when building pure durability like their kits box them into.

Teridax682 votes

Again, this does not answer the question of why tanks should have more survivability than fighters, it's just a description of how fighters and tanks operate in fights, which I agree with. At the end of the day, if a fighter dies too quickly to be able to reliably apply DPS, there is no point in picking them over a marksman. In the current state of the game, fighters have second-rate DPS and second-rate durability, so with the exception of a handful of exceptionally powerful fighters, there is no point to picking the class in any consistent manner. This is also why fighters are currently far less popular than marksmen, who have been essential to every team for years, and tanks.

SzGamer2271 votes

TL;DR is that a tank's only way to be more useful is to build more health and resistances. Fighters are able to build damage and still be durable, so they build damage instead of maxing durability.

Teridax682 votes

Okay, but that's what I explained two comments ago in this chain: tank strengths are CC and durability, whereas fighter strengths are damage and durability. Unlike damage, however, any flat CC value retains the same strength throughout a match: in this sense crowd control auto-scales on its own. Tanks therefore already scale more reliably than fighters, who need items to make sure both their damage and their durability remain high. Because of this, fighters need better scalings to both of these strengths, so that they can remain competitive with other DPS and tanky classes while still building for both damage and survivability.

SzGamer2271 votes

Damage is more valuable than cc, because cc is completely useless without damage to follow up.

Teridax682 votes

This presumes the only function of CC is to enable kills, when in reality it also helps save allies, disrupt critical abilities, remove high-priority targets from combat, and so on. In this respect, CC is far more versatile than just damage, and equally valuable, which is why it is highly recommended to have a team with CC, rather than one with just pure damage.

SzGamer2271 votes

Death is the most powerful cc. Killing a priority target is much more valuable than locking them down with cc for a few seconds.

If tanks weren't locked into building pure durability by their kits, they would build damage because it's such a valuable stat. Juggernauts are basically tanks that are allowed to build damage because their kits scale well with both durability and damage, and having a fighter's damage scaling and a tank's durability is such a strong combination that juggernauts have to be almost entirely immobile to counter their absurd strength.

Remember when Riot took Galio, who was boxed into building pure tank to be viable, and then increased his AP scaling? There was a lot of shit on the boards about that... XD

Teridax683 votes

{quoted}

Death is the most powerful cc. Killing a priority target is much more valuable than locking them down with cc for a few seconds.

Except this assumes you are able to kill a target instantaneously, which is generally not the case, particularly not with a fighter. By contrast, many tanks specialize in locking down priority targets immediately, and for an extended duration, which is more valuable than trying to kill them when they're killing you first.

{quoted}

If tanks weren't locked into building pure durability by their kits, they would build damage because it's such a valuable stat.

Every tank has damage ratios on their kits, so they could build damage if they wanted to, yet they still build full tank. This statement you made is patently wrong.

{quoted}

Juggernauts are basically tanks that are allowed to build damage because their kits scale well with both durability and damage,

Juggernauts have some of the worst CC in the game. They are absolutely not "basically tanks", and the fact that you would associate them as such demonstrates a very poor distinction between the functions of damage and crowd control.

{quoted}

and having a fighter's damage scaling and a tank's durability is such a strong combination that juggernauts have to be almost entirely immobile to counter their absurd strength.

Juggernauts aren't "absurdly strong" by any stretch, and are in fact struggling particularly hard, precisely because their durability does not make up for their current vulnerability to kiting. Again, this kind of fear is disproven easily just by looking at the performance of champions in-game.

{quoted}

Remember when Riot took Galio, who was boxed into building pure tank to be viable, and then increased his AP scaling? There was a lot of shit on the boards about that... XD

Except Galio not only has damage and durability, but also AoE, mobility, and massive amounts of hard crowd control. Of course there's a problem, because he was already overloaded before he even got his damage buffed. I personally believe Galio should have damage, but not nearly as much CC. In fact, he's a good example of what I'm criticizing in recent tank design, because his VGU gave him the CC of a tank, plus a ton of mobility, when he was meant to lack crowd control and mobility in exchange for his AoE damage. As a result, he's basically become an even more loaded diver, and the other tanks that followed suit in the roster update all ended up encroaching on fighters by dealing comparable damage, on top of more CC and durability.

Teridax681 votes

{quoted}

For killing a priority target to be worthwhile, you just have to kill them before they kill you. Fighters can pull this off quite easily, and will have built tools to sustain through the rest of the fight.

Again, "killing them before they kill you" is all well good in isolation, but in the heat of combat, that priority target is going to have peel, heals, shields and a frontline. Simply stunning them at a critical time can have much more of an impact than trying to DPS them down.

{quoted}

Tanks very limited damage ratios in their kit, and since their damage ratios are very often tied to defensive stats it comes down to "I can build full damage and be less effective than a champion that is supposed to build full damage, or I can increase my damage slightly by building full tank and be 6 times harder to kill as well". Tanks can't opt into damage because they're rendered redundant by champions who are designed to find more success using the same build.

This doesn't contradict what I said, and in addition this also just goes to show that, unlike fighters, tanks often don't even have to choose between damage and durability, because their builds naturally provide both. At the end of the day, tanks can opt into damage if they so desire (and, according to you, damage is always better than CC, so by your logic they should be doing this no matter how bad their ratios are), but fighters cannot, and should not, opt into hard CC.

{quoted}

Tanks can't build like fighters (or mages) because fighters (and mages) are better at being fighters (and mages) than tanks are.

... but mages and fighters can't build like tanks either. That part isn't true either, as tanks like Maokai and Galio have done quite well by incorporating AP into their builds, while still having top-tier CC. It is effectively possible for a tank to build in such a way that they also become a fighter, and this is what's happening on a few tanks right now already.

{quoted}

This doesn't detract from my point. In fact, it pushes it further: a class that has the durability of a tank and the sustain and damage of a fighter, in order to function in this game without completely breaking it, has to the standard mobility of a fighter and make big sacrifices in their cc.

I'm not quite understanding what you wrote here, but no, tanks do have mobility as well, so fighters don't need to sacrifice mobility just to have good damage and durability. I do agree that fighters shouldn't have good access to CC, and too often they do right now.

{quoted}

I wasn't saying "juggernauts are literally tanks with damage that are immobile" as you seem to think I was. I was simply making a point about why having high damage on a high durability champion was so valuable, and, by extension, why tanks would definitely be building it if it had any real value to them.

You literally said they were "basically tanks", and your point contradicts itself: if damage is so valuable on a high durability champion, why are tanks not all building damage?

{quoted}

You took "absurdly strong" completely out of context.

I didn't. Even at melee range, juggernauts do not have top-tier damage or utility, so even if they can out-duel certain divers in lane, they aren't the most major threats even when they do get in range. There is simply no real reason to pick a juggernaut in the subclass's current state.

{quoted}

You're looking at game balance as it stands now rather than operating within the context of this discussion

This discussion is literally about the balance of fighters. Of course game balance "as it stands now" is relevant, not your own "context" which is purely theoretical, and demonstrably wrong. Fighters and juggernauts haven't been in a good place even before preseason, so there's no real point in trying to derail conversation into that topic either.

{quoted}

If you want to discuss whether tanks or fighters are better at any given moment in the game's lifetime, just visit a lol statsite and look up the statistics for yourself and there will be indisputable evidence as to whether one class is stronger than the other in the current meta.

I invite you to do this at your earliest convenience, because that is what I've been doing, and what permitted me to come to the conclusions I did here. Where exactly do your opinions come from?

{quoted}

I'm not willing to shift this discussion to talk about Galio, so please excuse me ignoring most of your last point.

It's not a shift, Galio just so happens to be a tank whose existence disproves much of your argumentation.

{quoted}

All there is to this discussion is that Riot is making an attempt to keep all classes and champions in line with each other and functioning within their roles.

... except that is simply not the case right now, for the reasons I mentioned. You're not Riot, and you should not assume they run on your personal design principles.

{quoted}

If League is in a balanced state, that means tanks are going to be just as functional in building full tank as fighters who partially build damage.

Okay, but as I said before, fighters building tankiness and damage is simply part of a system where both of those need items to scale. Hard CC does not need to scale, therefore fighters should indeed be "just as functional" by going for their own builds, by having the tankiness of a tanky class and the DPS of a DPS class, not lesser amounts of both.

{quoted}

Your predisposition seems to be that because tanks don't need to build damage to be functional, they are simply better as a class than fighters are.

I'm not saying they're innately better, my point is that CC, one of the major contributions of tanks, does not require items to scale. If tanks can have their CC auto-scale but also have their tankiness surpass the scaling of fighters, then yes, they are bound to be stronger than fighters.

{quoted}

But, if League is in a balanced state, there is something that fighters are offering that makes them equally valuable to tanks.

... that thing being damage, which is an alternative to crowd control. Tankiness is not the tradeoff here, and your attempts to discount CC as somehow not a valuable contribution don't hold water.

{quoted}

I've theorized that these things are their sustain, and of course their higher damage output. I could be completely wrong, but since fighters and tanks are supposed to be equally strong from Riot's design standpoint, there is something that makes fighters better in some ways that tanks are not.

Except sustain is innate to only certain fighters, is present on some tanks as well, and does not make up for the difference in durability. I agree that there should be a tradeoff between damage and CC for the two classes, but it shouldn't be one of survivability.

{quoted}

Maybe fighters' more flexible mobility options give them tools to apply their damage in more effective ways than a tank does. Maybe fighters are just better at getting solo picks. Maybe it has something to do with objective control.

Fishing for excuses does not a convincing argument make, particularly since mobility and objective control are neither exclusive to tanks nor innate to fighters as a whole class.

SzGamer2271 votes

Jesus christ dude, you've completely lost sight of the issue. Let me remind you the question I've been trying to answer this whole time, as well as an extremely simple response to that question.

Somebody said "Fighters should not be as tanky as tanks" to which you said:

{quoted}

But why, though?

And the answer is that fighters with a tank's durability would essentially be mobile juggernauts, which would break the game, which I have elaborated quite thoroughly in my previous comments.

You may think that we've been going back and forth about something else this entire time, but this is the issue that I've been trying to discuss with you since the beginning.

Teridax681 votes

{quoted}

And the answer is that fighters with a tank's durability would essentially be mobile juggernauts, which would break the game, which I have elaborated quite thoroughly in my previous comments.

Except, as I've said, juggernauts are distinguished by their AoE, which is not a universal quality. Ultimately, the tradeoff between a diver and a juggernaut is one of mobility versus AoE, not some finagling on durability numbers. Divers and juggernauts do not do the same things outside of mobility, and arguing that juggernauts are just less mobile divers just falls apart very quickly.

{quoted}

You may think that we've been going back and forth about something else this entire time, but this is the issue that I've been trying to discuss with you since the beginning.

I don't really think so, you started this argument by stating that CC had no value relative to damage, and that tanks therefore needed more tankiness. And now tanks are not even within your argument? What changed? This argument that was supposedly at the core of what you were trying to say came only very late into this conversation, and doesn't seem all that related to your other points.

SzGamer2271 votes

{quoted}

Except, as I've said, juggernauts are distinguished by their AoE, which is not a universal quality. Ultimately, the tradeoff between a diver and a juggernaut is one of mobility versus AoE, not some finagling on durability numbers. Divers and juggernauts do not do the same things outside of mobility, and arguing that juggernauts are just less mobile divers just falls apart very quickly.

Give a juggernaut a dash and you break the game. Give a fighter a tank's durability and you have a juggernaut with a dash.

I don't really think so, you started this argument by stating that CC had no value relative to damage, and that tanks therefore needed more tankiness. And now tanks are not even within your argument? What changed? This argument that was supposedly at the core of what you were trying to say came only very late into this conversation, and doesn't seem all that related to your other points.

I started off with a very simple explanation of why tanks have more durability than fighters. The discussion evolved into why fighters shouldn't have the same kind of durability as tanks, and why a fighter's damage is just as valuable as a tank's durability and cc.

######(I also went ahead and made the point that since fighters are a damage focused class and tanks are a cc-focused class, that both would equally useful to a team in a balanced state of the game, and that tanks have more durability than fighters, we can conclude that a fighter's damage is more valuable than a tank's crowd control, because tanks need additional durability for their cc to be as valuable as a fighter's damage.)

The way the issue was framed has changed, but the context has always been about tanks vs. fighters as a class, not tanks vs. fighters in the current meta.

ChaddyFantome1 votes

{quoted}

But why, though? What is it that makes tanks require more tankiness than fighters? Fighters are meant to be durable and output damage, whereas tanks are meant to be durable and output crowd control. In the meantime, both fighters and marksmen are meant to output DPS, but their difference in durability does not in any way make up for the difference in range both classes have, particularly when life steal means marksmen aren't all that fragile.

Riot may have stated they wanted tanks to be the most durable class, but in practice that hasn't really worked out best for balance, particularly when many tanks have also ended up outputting a lot of damage. Tanks right now are already not that distinct from fighters in this respect, which makes drawing these lines in the sand all the more nonsensical when it comes to discussing exactly how much more of a certain feature a class should have over the other.

If fighters were as tanky as tanks, why would you ever pick a tank when Fighters would just end up being mobile tanks that deal a lot of damage and have the target selection and pick potential of an assassin?

Its absurd.

Teridax682 votes

{quoted}

If fighters were as tanky as tanks, why would you ever pick a tank when Fighters would just end up being mobile tanks that deal a lot of damage and have the target selection and pick potential of an assassin?

Its absurd.

Except fighters don't/shouldn't have the CC of tanks, or the burst of assassins, which is the reason why you pick either of the latter classes. You pick fighters specifically because you want a durable, persistent damage-dealer, you pick tanks because you want a durable disruptor, and you pick assassins because you want a bursty mobile character, so in the end they all accomplish different functions. I agree that many fighters currently have too much CC or burst (and, in the case of divers like Jarvan, Camille, Vi, etc., both), but I also want that excess to be removed from their kits. Not all fighters are mobile, by the way, and it's clear from your response that you're mainly concerned about divers, which I agree with. As long as there continues to be overlap between fighters and tanks in their damage and CC contributions, and as long as divers continue to have burst on some of their kits, some fighters will always end up being overloaded tank-assassin hybrids, rather than a distinct class of their own.

More from Gameplay

More by Tychusfindlay918