My thoughts on the (so far) revealed durability changes.

Ralanr··4 votes·737 views

Giving MR per level to everyone

I like this. It would help squishies better deal with magic burst (so potentially a better chance of surviving a Syndra ult) and better compensates the removal of the MR aura from locket. Also lowers tank burst since a lot of tanks deal magic damage.

Stat rebalancing

Personally I'm a bit worried for how this effects tank like Sion and Shen, both known for having low health and armor scalings for their class. Lower health on tank items means that these two suffer a bit more earlier, and with %pen working as it does they don't really get compensated late (even with Sion's W passive).

Also worried that this makes items like LW even more effective. Which if intended, I understand why they would want them to be more effective. I just thought that they were already effective enough on intended targets and the problem was that they didn't offer enough to buy it for more than just the tank.

Unique effect sharpening

I'm going with "Wait and see** here. This could lead to some interesting results, but it could also really remove any item as a "core" item for tanks. Which admittedly bothers me because every other class more or less has one that's strong (sometimes too strong I'll admit. Like BC).

New tank items

OH BOY OH BOY I LOVE ME SOME NEW ITEMS!

That being said, these could lead to some dangerous (and hilarious) problems. Like this new "Resistances Rabaddon" item that doubles your resistances when near allies. Sounds like a great item for a support tank, but I'm wondering just how crazy it'll be with Poppy's W passive.

It's probably also meant to compensate tanks that are no longer going to build a bunch of resistances in favor of more health. Since health on resistance items is taking a cut for more resistances.

Repurposed items

When I joined league, GA was considered a squishy late game carry item rather than a tank item. So seeing changes to make it more specified is interesting. I'm not sure what other items they'll repurpose though.

I'm looking forward to the changes, though some things worry me. Namely how this is supposed to prevent tank building assassins from being just as tanky as tanks while being more frustrating. I'm not seeing that.

Your thoughts?

18 Comments

Jeddy0174 votes

I'm interested to see how this will affect tanks in the support role like Braum, TK, Leona, etc.

Mordepool1 votes

I won't be making my assessment until it's out but for now I can say I am excited and agitated

Penns1 votes

Mr per level? Guess I wont ever play Fizz again lel

"However, this should feel different from other recent class updates in that it won't be only the targeted class of champions getting new items to play with." sounds interesting tho.

Hethalean1 votes

We will see. The MR/Level thing I believe as always will have much further reaching effects than they intended and greater negative effect that'll take over a year to resolve for some champions. I'm a support main and I've been loving Brand Zyra in the meta (since item 3105 aura was removed put those champions into the bot lane since you're not in a lane where one cheap buy tanks out two people against you). Those champions are just fun and refreshed my interest with support, and can work with low income which is a paramount importance for a support (I believe that support has many many jobs and isn't just "Make the ADC look good").

Depending on how much it hurts those, it might mean that I get to look elsewhere for some new roles or it's back to relying on my ADC not being a detriment to the team (since i'm silver there are many games where I am real garbo, and some where it is the adc so Brand was pretty nice to put it back in my hands). In silver, I think a lot of people's issue with support is if your ADC or team isn't great with the role it's hard to 'support them'. I liken it to "You can lead a horse to water but you can't make it drink."

Everything else seems interesting, and we'll see if it means that I need more RR's when I play aram because damage right now in ARAM combined with how much hard CC is stuffed onto everyone that makes being a tank ESPECIALLY troublesome considering the constant disparity in team comps (generally HUGELY one sided). I like playing tanks, and there are just so so so many games in ARAM where I just blow up instantly at all stages because while the other team is all squishies they have so much CC and burst and poke that I might as well not be tanky.

Big Lincoln1 votes

stop nerfing my health though

my sustain relies on my health pool

Ralanr1 votes

Yeah not particularly a fan of that. Though it does help with the early powerspike.

Hurts Sion a lot though.

Big Lincoln1 votes

less health for tanks is a Darius buff

damn, he's going to need another nerf

Ahristocats1 votes

nerfing hp and increasing resistances is incredibly stupid

there has to be a compensation to this

Ralanr1 votes

That resistance rabbadons is probably it. Get one armor item, one MR item, that, then some straight health items.

Weaker alone, stronger in teamfights.

Sohleks1 votes

It sounds fantastic for those in favor of a balanced game.

I am pretty sure they will nerf % pen items like Black Cleaver and Last Whisper and Void staff and they will still do their jobs.

Tanks will be less god mod at 1-2 items but will hopefully be better late game. This makes the game less tedious for everyone.

I would now like to see a tank champion or two designed to be a hypertank late game as the framework has spread about a bit.

Ralanr2 votes

Technically that's supposed to be Sion and Poppy. Poppy succeeds at this, Sion does not.

Yaskamasandwich1 votes

{quoted}

Technically that's supposed to be Sion and Poppy. Poppy succeeds at this, Sion does not.

Now I could be wrong but to me it seems that Poppy isn't as hyper tanky as she seems. All due to the fact that her cc seems single target and less AoE like Sion's, Sejuani's, and other tanks. Sure she has the stats but lacks in the cc department.

As for Sion his hyper tank always seems to kick in at about 45 mins of the game and quickly sky rockets. At that point his infinite HP seems to catch up and starts surpassing other tanks base and scaling HP and just keeps increasing from there. He just seems unkillable and his passive becomes terrifying. That is if the team does not have a Vayne or Fiora of course. Also before this is the 30-45 minute mark he falls off pretty badly, that and games very rarely reach 45 minutes even in non-snowball metas.

I just hope these item changes buff Sion's late game which to me seems to revolve around building resistances and relying on his passive for HP. I wonder how these changes will affect Cho'gath too since he can do the samething now.

Ralanr1 votes

{quoted}

Now I could be wrong but to me it seems that Poppy isn't as hyper tanky as she seems. All due to the fact that her cc seems single target and less AoE like Sion's, Sejuani's, and other tanks. Sure she has the stats but lacks in the cc department.

I mainly judged hypertank for how durable they are in the end game amongst their class. Hence why I consider Poppy one.

I don't think there is an official definition for hypertanks though.

As for Sion his hyper tank always seems to kick in at about 45 mins of the game and quickly sky rockets. At that point his infinite HP seems to catch up and starts surpassing other tanks base and scaling HP and just keeps increasing from there. He just seems unkillable and his passive becomes terrifying. That is if the team does not have a Vayne or Fiora of course. Also before this is the 30-45 minute mark he falls off pretty badly, that and games very rarely reach 45 minutes even in non-snowball metas.

Sadly a lot of %health damage can make it negligible.

I just hope these item changes buff Sion's late game which to me seems to revolve around building resistances and relying on his passive for HP. I wonder how these changes will affect Cho'gath too since he can do the samething now.

I could see that happening, though Sion relies so much on farm when he's best used in teamfights that getting that farm for health can be a nightmare late game.

Yaskamasandwich1 votes

After giving it some thought I just realized I was using bad information from past experience of Season 5 when hypertanks used to exist, so I herpa derped.

{quoted}

I mainly judged hypertank for how durable they are in the end game amongst their class. Hence why I consider Poppy one.

I don't think there is an official definition for hypertanks though.

I can see the wisdom with your point of no official definition on hypertanks. I always seen different definitions for them, one being durability like Poppy, another being CC-based like Nautilus, hell I've even seen one argument on which tank deals the most damage late game as Sejuani since it's mainly a damage meta now. Best CC is death I guess. With how tanks are right now though they're forced into mid-game so there probably isn't any around anymore.

Sadly a lot of %health damage can make it negligible.

Yeah I was wrong on that one because of using Season 5 information when %Health damage was just on the rise. Even with all the %Health damage, a 4 armor item Sion used to tank it with item 3110 + item 3143 + item 3068 + item 3075 + his passive. That doesn't matter anymore though with item 3071 + item 3036 making armor useless. Yayy for two offense items being enough to counter four defense items with all the damage creep around, yayyyy. /sigh

I could see that happening, though Sion relies so much on farm when he's best used in teamfights that getting that farm for health can be a nightmare late game.

It does get nightmarish, always tried getting at least 5 assists, maybe that was the point as the game progressed? Harder to hit that point as the game went on, but when one did you ... get killed because of item 3071 item 3036 yayyy ... /sigh

Cremepie1 votes

What does this mean for item 3083 ? I rarely buy it but it seems like theres gonna be a push to make it a more reliable health option if they focus on more resistances.

Gallows madness1 votes

the item itself is bad just because it's only out of combat and it's build path is very whacky. I don't even advise building this on mundo or any tank

warmog is a really bad item I wish they would give us something like force of nature back where it originated off of

Cremepie1 votes

Well from what Repertoir said they are going to bring the cooldown on the regen and the requirements for the regen down, while keeping the same health and 10% cooldown. That combined with the health loss on other tank items might make this a more viable purchase.

I'm just wondering how much more are we gonna see Warmogs after this update.

ProfDrDeath1 votes

For Sion, I'd argue it is a buff.

If there is less HP on items, his health-stacking effect becomes more pronounced. And with increased resistances to bolster the health, it will be more powerful than ever.

Doubling resistance items, from the sound of it, works if next to multiple enemies, not allies.

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