TANK META FIXED SOLUTION!! #NOCHAMPIONBUFFSNEEDED

KOGMIDONLY·8/7/2018, 2:30:43 PM·3 votes·1,116 views

The way to broaden the meta to include tanks is by reverting changes to sunfire cape. Increase the damage back on it before it was changed for the jungle. This one item made tanks top viable and being able to lane and helps lead them into teamfights and skirmishes.

No tank buffs needed individually, I think this will make the game a little more viable in the viability of tanks top as this will bring a power spike to tanks as there currently isn’t any power spike items for tanks atm.

Example of item powerspikes are ad Assassin ~ duskblade, stormrazor Crit adcs ~ crit item + infinity edge APC ~ Ludens, gunblade Bruisers ~ black clever or trinity force Tanks ~ Zero

The problem with tanks top is that they can’t lane very well against bruisers and building more tank in lane still won’t be able to compete with the high damage yet tanky sustain bruisers.

Solution: by providing tanks with a rush item for durability and a little bit more damage from sunfire cape it will help them trade better in lane allowing them to feel rewarding when played and potentially more useful later game.

What’s your thoughts?

7 Comments

Pokemonred2008/7/2018, 2:40:12 PM5 votes

I feel like both item 3068 and item 3075 need buffs, because while their components (item 3751 and item 3076) feel like they accomplish their jobs in a rather satisfying way (usually), finishing them feels... really bad.

item 1057 or item 3211 could probably do with more items to build into as well.

Done258/7/2018, 4:50:01 PM3 votes

Make all rune stats scale like HP does. Weaker early, evens around 11, better at 18. This makes it harder for other champs to bully resolve users early on.

AS I LAY FEEDING8/7/2018, 4:38:34 PM2 votes

Revert Shen

Rexxiee8/7/2018, 4:40:36 PM2 votes

So make tanks do tons of damage again to solve the current "damage is too high" game?

Have you even read what you are suggesting? You want to fix damage creep WITH MORE DAMAGE?

...

MrFawknSunshine8/7/2018, 3:03:06 PM2 votes

i dont think its an item situation.

its a rune situation that hurts tanks.

If you take resolve with out inspiration you get 15 hp at lvl 1 which is crap. you dont get any meaningful runes that help before 10 mins. conditioning does nothing in lane phase.

to fix tanks i believe resolve tree needs to be looked at. I purpose a conditional stat change. If you take RESOLVE PRIMARY ( which most tanks do ) you get more hp early lvls and scales worst later. and conditioning rune comes on line sooner. currently its +8armor/mr at 10 mins +5% bonus. For conditioning I purpose that you get +5armor/mr at lvl 1 and at 10 mins its plus 8% armor/mr. to achieve this i would be 100% fine taking away adaptive stat you get when you take any other tree besides INSPIRATION which is usually adaptive AD, AP or AS. Also tanks are a big user/need of CDR which you cant access til 10 mins under transcendence. If you take inspiration you get 5% cdr but Inspiration lacks any useful keystone for tanks and majority of the runes in that tree are MEH for tanks to begin with.

this is going to reward tanks for building tanky. with out giving them damage.

but maybe the IDEA OF CONDITIONAL STATS based on taking a Rune Tree Primary might be a good tweak to the runes to make them seem more unique that could be more explored with all the trees.

The Yetii Rider8/7/2018, 4:52:30 PM2 votes

There are only like seven tanks in the game that play top lane.

If you want tanks to come back, they need to be strong in the jungle. There are way more tanks that see play in the jungle than there are top laners.

ModKnightsKemplar8/7/2018, 4:42:39 PM1 votes

I mean... the answer to the poll is yes, but not in a good way.

I don't want another required item on tanks just to be able to play as them. Base stat buffs address the same issue without needing an OP item.