Idea for item to help tanks out in team fights while keeping them balanced esle where.

gubigubi··5 votes·338 views

Okay so I was thinking what could make tanks more tanky without causing a lot of other problems such as them being unkillable in lane or being the last man alive in team fights that just wins by beating everyone else to death with a wet noodle.

My idea is to introduce an item that gives % armor and magic resistance for every team mate the player has around them. The % magic and armor only gives the stats to the tank. This would allow the tank to absorb damage at the same time not allow him to just run everyone else over 1v1.

The item would look something like this

Example Item X health X armor X magic resistance Unique passive For every ally champion within X range you gain X% of your bonus Magic and Armor.

I think this would help make tanks less of a target you could jump (Thresh hooking or blitz grabbing the tank shouldn't be a good thing) on while still letting people 1v1 them when they don't have business doing it.

7 Comments

UberAffe2 votes

Wording is a little awkward but I like the idea!

gubigubi1 votes

lol I try

Decrit1 votes

I like the concept but not the execution: in order to be useful in a teamfight you must have a direct effect on the enemy or on your allies, else you are just a sack of sand.

Sure, building tanky might help the whole team due to champion synergy with that ( for example Nasus that does not need AD to deal damage and so on) but if you want to make an item that helps tanks to be effective in teamfights ( probably so more champions can build tanky and have an impact on the game) then you don' t have to give passives that enhance his own survival, but instead that affect the fight directly. Now this is a bad example, but if the passive of your item instead of increasing the defences of the bearer gave an aura that increased allied defensive stats based on his own, then it would be better. Still horrible because gameplay wise is horrible, but better.

gubigubi1 votes

The concept of this item is that it turns the tank into a better damage sponge for team fights. As a tank you can now do very well to stay alive and try to disrupt the enemy as much as possible.

If the item gave stats to everyone Its synergy would be far to strong with champions like Jax Irelia Nasus who can all build damage on top of getting a tank item or two.

The main idea is this is something you buy to make yourself less of a target in team fights while not effecting any other aspect of the game.

Decrit1 votes

Mine was just a trash example on how it should behave: impact different units.

And frankly, this effect is useless. This items gives defensive stats AND additional defence over it. This item already makes you less of a target in teamfights due to his base stats only, because that' s how defensive stats works. And is even more useless if you plan to get additional defensive stats after this :P just sayn

However, why don' t make offensive base stats? The point of being under focus is a problem of squishies, like assassins and carries. If you make this item that gives AP or AD ( i prefer AP, there are few build paths for defensive choices...) and resistances as you said in teamfight then it is something!

I clarify: the item gives X ad/ap, and while in teamfight you gain armor/mr/hp regen equal to Y for each allied champion nearby.

Darth Pixy Misa1 votes

In a game with percent armor and Mr shred so available you almost need a percent damage reduction item.

What if there was a item that reduced all AA damage to you by 7% * the number of allies within 600 range and had a 600 range aura that reduced crit chance?

This provides a counter to split pushing, Nasus and ap champs counter it, and it limits crit, aa assassins, and ADCs in a team fight.

gubigubi1 votes

I'm not so much of a fan of aura items on tanks that benefit the rest of the team. Maybe that would possibly work for a support item so that way you can still burst the support down and get rid of the damage reduction.

I just feel that if you give a tank auras that benefit the rest of the team in a major way it just ends up causing weird situations like Rammus Alistar or another mega tank buying that aura item. Now you have to focus them because they reduce everyone's damage on top of being unkillable much like how Maokai was right when they reworked his ult.

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