I think the only thing people wanted from the Tank Meta was the Tankiness (LONG POST)
A meta where tanks can really take a hit, and keep on coming, an ever present force. Even then, it had a HUGE issue. The tanks were dealing ridiculous damage. It really bothered me to see Sejuani catch and kill a Twitch from full health in about 5 seconds.
That isn't to say I think tanks shouldn't be able to do damage; I think the issue is that their main threat in a teamfight isn't just their CC, it's also their damage, and that much damage on a durable champion presents a really difficult problem for the opposing team with no easy solution. And instead of toning down their damage over the course of a fight, Riot targeted their survivability.
I really don't like to see a meta where the only real defense a Tank has against a carry is their own damage.
The solution in my opinion, is to take some of their damage from their active abilities, where they kill you and you can't get away or fight back, but put a large amount of power into their passive mitigation, and most importantly, their passive damage potential. If people are targeting a tank, that's when the tank should be dealing damage. It reinforces the idea that tanks want to be soaking hits and being in the fight, as well as the idea that you don't want to focus the tank.
Their threat in a teamfight should be their CC, if a Sejuani catches a Twitch out, she should be doing so to keep him occupied until her team follows up. This way, they have a clear weakness, and clear strengths, and they can be a lot more powerful without being oppressive.
Maybe there are some flaws with the execution of this idea, but I think it represents my ideals. You don't just "take out" a tank on your own in a couple seconds. It should be a bit of a project late game, something you do when the tank is way overextended, or when the rest of his team has been killed and he can sustainably be focus fired. At the same time, A tank shouldn't be assassinating an ADC.
As for what kind of changes I would make, I would take the Rabaddon's/Infinity Edge approach, where tanking is something you explicitly itemize for and stack, while adding power when the tank is being attacked, as opposed to explicitly offensive power.
And thus these abominations spring forth:
Thornmail
No stat changes; applies Grievous Wounds
Titan's Spaulders/Warmog's Armor?
GOLD COST: 4000
- 600 Health UNIQUE PASSIVE: 10% Bonus Health, increasing by 1% per minute, up to a maximum of 40%. Time of purchase doesn't matter; it's based on game-time. UNIQUE PASSIVE - WARMOG'S HEART: When the user has 4000 maximum health or more, Warmog's Heart is activated. This is an effect that can be toggled between health regeneration and damage reduction. This toggle has a cooldown of 60 seconds. Health Regen per second: 1%, gradually decreases to 0.5% over 5 seconds as damage is taken from champions and large monsters. Damage Reduction: 10%, increasing to 20% over 5 seconds as damage is taken from champions and large monsters.
Warmog's sounds a bit overloaded now? Well you can't rush it or it's passive is pretty useless, and it's a seriously late-game option thanks to it's high price. Sweeping changes to tanks would be made that keep these strengths from being oppressive.
Thornmail is a lot more powerful thanks to countering Lifesteal even harder, and the fact that tanks are just more durable now.
These changes would usher forth a new meta where actual tanks are super durable late game, but have meaningful shifts in power (changing to regen passive to recover from fights, putting their ramping damage reduction on cooldown).
With these changes, I'm worried about these champion's damage output because
exists as an active offensive tool for them and
as a passive offensive tool.
Damage shifts from their up-front damage to their ramping damage would probably have to happen, and with lower numbers It isn't a lot of fun as an ADC to have a tank run up and mow you down without anything you can do about it. (especially the ones that speed themselves up and slow you. HOW TO ESCAPE?)
Movement speed slows during combat on tank items is one option, and could be a good way to justify such powerful stats on an item besides gold cost, while also making fighters and champions that want to get around quickly during fights shy away from pure tank items.
I'm messing around slightly, but I've always wanted tanks that are seriously durable in this game, and I wasn't around during Mundo's glory days.
Unfortunately, this brings up a problem; BRUISERS. Feel free to talk about solutions that enforce actually building full tank as a tank champions that aren't going to give Garen any ridiculous strength.
Feel free to talk about changes to this design, or talk about how this kind of tank could be implemented without being gross. Maybe this version of Warmog's can exist alongside the current one, with more of a focus on late-game sustained combat, and it's stat multiplier.
And also know, this is just a pretty dedicated guy's tortured thoughts. It's wishful thinking that I could get such a huge change to tanks to happen through a forum post. That's pre-season nonsense. At the most, I'd like to hear Riot's thoughts on how really tanky tanks can happen without making the game terrible, and if it could do any good for the game to have a counter to this very damage-ruled meta.
meta we are forced in.
tear through carries and cc alike to kill adcs in half a second, not to mention how broken skarner and mordekaiser's numbers are. I'd certainly prefer the tank meta to this.
is a threat because he can do damage, and that's why he tanks because the enemy is forced to focus him. Riot needs to solidify who is a bruiser/Juggernaut and who is a pure Tank (or utility tank, see
and
).
and
.
replacement idea is a little too convaluted and could probably be simplified so it's usage is more clear. It might have just been your phrasing.
might over come Thornmail, depends on how much armor they are packing.
The thing is though, putting money into multiple life steal items hurts your DPS. You want the best DPS then you've got to go for either
or go for
or a combo of Inf/crit chance/life steal, depends on the champ.
