Off the wall theory about the meta

RookPusher··1 votes·209 views

This just occurred to me, so I'm sure it's flawed, but what if the jungle emphasized tanks over any other type of class. This would mean that tanks doing little to no damage (to champs) and being meat-shields would be less detrimental, and until we reached the mid-game they would only really farm the jungle and gank lanes where either items could close the damage gap, or laners could provide damage.

If tanks needing to do damage is the problem with a tank meta, then put the tanks in the jungle so they can have a tracker knife that gives them +500% damage to jungle monsters.

7 Comments

FOR JUSTICE1 votes

lets not give tanks damage. the last thing we need is an unofficial re-release of reworked galio

RookPusher1 votes

{quoted}

lets not give tanks damage. the last thing we need is an unofficial re-release of reworked galio

I'm not. I didn't say that once. I said the opposite.

ModThe Djinn1 votes

then put the tanks in the jungle so they can have a tracker knife that gives them +500% damage to jungle monsters.

How do you stop Master Yi from taking this and simply destroying everything? You'd effectively had to break the jungle so that ONLY tanks could survive it, and even then a lot of high burst characters could likely just nuke things down fast enough to not care.

RookPusher1 votes

[{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=AWE3rO1l,comment-id=0001,timestamp=2018-02-09T15:52:24.982+0000)

How do you stop Master Yi from taking this and simply destroying everything? You'd effectively had to break the jungle so that ONLY tanks could survive it, and even then a lot of high burst characters could likely just nuke things down fast enough to not care.

If you want specifics, I don't have that much information, but I don't think it's as impossible as it seems. Make the damage that ITEM X enhances base name by proportional to the champs health and level. There are ways to make this change. But if the big complain about tanks is that they're unkillable with insane damage, then the only way to give them no damage realistically is either support or jungle, and support tanks are at a huge disadvantage.

ModThe Djinn1 votes

{quoted}

If you want specifics, I don't have that much information, but I don't think it's as impossible as it seems. Make the damage that ITEM X enhances base name by proportional to the champs health and level. There are ways to make this change. But if the big complain about tanks is that they're unkillable with insane damage, then the only way to give them no damage realistically is either support or jungle, and support tanks are at a huge disadvantage.

I'm wary of this solution, as it sounds like a weird bandaid to a tank issue that displaces a TON of jungle picks simply because most teams NEED a tank. If tank damage is a problem (and I'm not convinced it is), it seems likely that the better answer lies in itemization balancing or large gameplay adjustments rather than shoehorning them into a specific place and neutering their output in other places.

RookPusher1 votes

[{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=AWE3rO1l,comment-id=000100000000,timestamp=2018-02-09T15:57:43.967+0000)

I'm wary of this solution, as it sounds like a weird bandaid to a tank issue that displaces a TON of jungle picks simply because most teams NEED a tank. If tank damage is a problem (and I'm not convinced it is), it seems likely that the better answer lies in itemization balancing or large gameplay adjustments rather than shoehorning them into a specific place and neutering their output in other places.

I'm actually not convinced it is either, but I came across the argument the other day that because of tank damage, we have a damage creep on our hands. To that end, on the assumption that it's true, I proposed a solution.

ModThe Djinn1 votes

{quoted}To that end, on the assumption that it's true, I proposed a solution.

No, I get that.I just tend to be the sort to over-analyze even off-the-cuff suggestions to find out what might be a better solution.

For example, if late-game tanking damage is the issue, flattening their mid-to-late game curve by cutting scaling across the board while cutting early-game CC (to enable lane bruiser patterns) but increasing CC scaling might enable them to survive the early game with more damage but less CC, and transition into more CC but less relative damage, which could possibly hit both issues while retaining the ability to lane.

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