How to address tanks and their high base damage
I find it quite sad that a full-build tank (ie. mao) can effectively 1 vs 1 a full-build adc. With tanks having a range of gap closers, high base damage, and hard cc, I don't think that the nerf should come in the form of lowering skill ratios, increase cd, etc., but I think the nerf should come in the form of items. I know what you are thinking, but the nerf isn't in the current stats of the item, rather an additional stat on an item.
For example, lets take spirit visage. One of the most cost efficient item for any tank: high hp, cdr, regenerative increased healing. I would suggest instead of nerfing the current stats on the tank item, the additional stat would be added to include the nerf itself to the buyer of the item. This additional stat would be, for example: Deal 5 - 10% less damage to enemy champions (reduction increases based on level)
I know that the way team comps are supposed to be drafted is to protect/peel for the adp/adc, but lets face it... once Maokai gets into the backline he is pretty hard to kill and even though he still dies during the dive, he has done some massive damage to the enemy team. One full combo rotation of Q W E R from Maokai can leave the adc with less than 50% hp...and thats just off of base damage.
The additional stat in defense items should be capped at a reasonable 40 or 50%. So any item that has zero ap/ad stat will have this additional stat, except boots, any item that has a unique active of granting vision (ie. sightstone, eye of the oasis, etc..), and any item for the purpose of gold income (ie. talisman of acension, face of the mountain, etc..).
A compare and contrast of damage output with and without the additional stat. For the purpose of this example, masteries will be excluded, champions will be assumed to be level 18, and stats will be calculated off of base stats; Maokai vs Lucian.
Maokai base damage stat: Q - 250; W - 13% of enemy max HP: E - impact 120 explosion dmg 240: R - 200 base plus 300 max absorbed dmd = 500
- Total base damage from full spell rotation = 1110 + 248 (13% of Lucian's 1914 base HP) = 1358 total damage
After one spell rotation, Lucian has lost 70% of his HP (base max HP at 1914). As Maokai, getting a full spell rotation off before dying is possible. So if we add the new additional stat of damage output reduction, at the conservative calculation of reduced 40% damage, Maokai will deal 543 less damage to Lucian for a total of 815 damage, having Lucian only lose 42% of his HP. At the aggressive 50%, Maokai will deal 679 less damage to Lucian for a total of 679 damage, having Lucian only lose 35% of his HP.
With tank item stats adding HP as well, it has become increasingly painful, to the point of where a tank can just steam roll through a whole team, providing massive cc and damage before dying. It is also sad that the skill curve required to master the champ who classifies as a tank is one of the lowest. I believe adding this nerf stat in current "tank" items will definitely provide a better balance to a tank's high raw base damage and built-in kit. The effectiveness of the tank's purpose within the team composition will still be there, but with this new addition, that tank will finally serve one purpose... to be a tank.
Maokai would get rekt while Lucian ends up around full HP.
was a terrible idea. Indeed
was made viable cause of FG, but undoubtedly the two together are too strong, as FGs consistent slow and CDR/mana lets sticking to anything easy as fuck, so they can proc sunfire cape, and there kit for days.
and
domination of top lane... even
, particularly over bruisers who should be doing more damage than them but typically they build health and damage and the % health damage means the tanks are out damaging them and pushing them out.