Make
a tank item again for a start. The mid-season 7 tank update was one of the worst large scale updates in the game and a big part of that is because it completely ruined tank itemization and removed the dedicated anti-burst MR option from their item pool so that mages could build it and then proceed to never do so in the 2-and-a-half years since.
The next step would be to bump the pure damage items down to the gold value that tanks get. For armor item, that value ranges from around 70% Gold efficient (
) to 85% (
)
MR items a bit more efficient in that regard, and
is above gold efficient, but that efficiency comes from the base health regen. Without additional healing in a tank's kit, it isn't much better than
's 88% gold efficiency.
The reason the raw gold efficiency is so important in this discussion comes from how damage and resistances scale. It's been said by some, erroneously, that resistances "fall off" in their damage mitigation. This isn't true, but what is true is that point for point, damage scales at twice the rate of resistance. Consider two identical champions auto attack trading:
1000 health
100 AD
100 AR (= 2000 effective health vs physical damage)
vs
1000
100
100
20 autos to kill
Add 50 AD to one and 50 Armor to the other:
1000 health
150 AD
100 AR
vs
1000
100
150 (=2500 effective health)
16.6 autos to kill (17 whole autos)
How about 100 extra armor instead?
= 3000 effective health
=20 autos to kill
Point for point, you need twice the bonus armor as an opposing AD build needs AD to match them.
Now, the base items already indicate an issue.
grants 15 armor for 300g (20g per point)
grants 10 AD for 350 (35g per point). That is, AD costs 1.75x the cost of armor. Oh, AD outscales armor at a 2x rate, but only costs 1.75x. Hmm, maybe things look better on the magical end?
MR and AP isn't quite the same comparison since AP ratios differ among champions, but the general rule that governs the cost of AP vs AD is that both should cost around 60% of their physical counterpart.
Ahh! Well, see, while AP costs 60% (okay, 62% and some decimals) the cost of AD, MR costs 90% of the price of Armor, at 18g per point. That explains in large part why even without MR shred, AP champions with at least 62% AP ratios will just out trade against the same cost of a pure MR build.
And that's not even going into the fact that tanks need to split the resistances they build making them half-again as effective against BOTH damage types.
Before mid-season 7 this was less of an issue, as both the largest MR and AR items --
and
/
, granted more health which helped against the opposing damage type and multiplied the effect of the resistance they granted by that much more. For the armor items' case, that's 75 more health but 10 less armor (Granting a total of 750 effective health on its own compared to the 680 effective health from the live version). For
it's 50 more health and 5 less MR (750 effective health vs 697.5 for live). With the higher health, both together granted much more tankiness than the combination does currently: 1500 effective health against both damage types, compared to live's 1400 vs physical and 1356.25 vs magic damage.
But riot wasn't done, no sir. Later that year would see pre-season 8 and MASTERIES RENAMED I mean RUNES REFORGED. With this new rune system, not only were armor red/yellows/quints and scaling MR blues gone removing ~27 of both resistances, but a lot, and I mean a lot a lot, of resistances were completely cut from the Masteries themselves. Siegemaster gone -8 both resistances. Unyielding gone -5% bonus resistances. Veteran's scars gone -50 health. Fearless gone -10% +1.5 per level resistances. Legendary guardian gone -3 resistances in 1v1s, -6/9 in skirmishes, and - 15 in team fights. Stoneborn pact GONE -5% health.
And in the place of all of that? +9 base armor to compensate missing yellows; 9 resistances +5% only after laning phase is already lost; and a whopping 33 health after 13 waves of nonstop uninterrupted farming (~8 minutes of never leaving lane from the start of the first wave to the end of the 13th.). Oh and that farm eventually gives +3.5% health if you never go for objectives or help the team in any way for 20 minutes. Woo.
So 27 +8 +3 +1.5 +5% +10% = 45.485 resistance and 50 +5% = 52.5 health minimum (level 1, and against 1 opponent) gone , and 9 +9 +5% = 18.9 armor, 9 +10% = 9.45 MR, and 66 +3.5% = 89.1 health maximum after 20 minutes added. I mean maybe someone at riot just.. Forgot to compensate for the missing stats entirely with the new runes?
Oh nope carry champions get infinitely scaling AP/AD or 20 bonus adaptive force above 70% health and +9 base AD and +16 adaptive force and 6 armorpen/mpen for walking into a brush and 20 bonus adaptive force for warding/oneshotting 0.01second faster than their opponent. So they didn't forget to compensate them fuck no.