Why I think Riot always goes the wrong way about making tanks viable
Tanks. You know them, the class to engage and take damage for their carries while the squishy dps deals out the damage. They're a source of peel for the ranged characters to rely on.
Classic class-based stuff, right?
Not the way Riot sees it.
Season 7, a very VERY interesting season for League Of Legends. I'm not gonna sugarcoat it, Tanks were the best class for the entirety of the season until November, if I recall. Everywhere would be
etc.. Unless you had
or
, your team was screwed.
This was not fun for anyone. Assassin mains were nonexistant, brusier mains always lost, adcs dealt less than 150 damage a crit. True, there is the argument that there was less damage in this meta compared to the last 2 seasons. But here's the issue; DPS wasn't DPS. Then came in Conquerer a few months into season 8, the rune to officially fight tanks. UNFORTUNATELY, this rune killed the class entirely and allowed damage creep to leak into the game. Now there's the issue that tanks can't really tank (I personally don't agree, I think tanks can tank, it's just VERY difficult to do so.)
What Riot should have done is not make such a stupid rune, and make the stats at a more reasonable number. Making tanks still viable, but counterable.
Instead they gut it, gut it, gut it, rework, gut gut gut.
But since damage creep exists, Tanks could only be viable by dealing absurd damage. They couldn't come back in even while conquerer progressively got worse.
On the PBE, with fervor of battle now back, and new mechanics reducing some damage in the game, Season 7 has returned. There is no direct counter to them unless you pick specific champs that will be more than likely banned. Now we're in a loop of Riot inconsistently balancing the class instead of making a set of strengths and weaknesses.
I want to see tanks played, I really do. But I don't want them to be IMMUNE TO DAMAGE for the entirety of the season.