Just an opinion on recent tank itemization discussion
tl;dr at the bottom.
So a lot of tank discussion has been flying around on the Gameplay & Balance board recently, and some of the posts have really baffled me. Specifically, almost all of them have tend to only ever been talking about "Tanks". Not Fighter Tanks akin to Garen or Mundo, not Utility Tanks like Cho'Gath or Nautilus, and not true tanks like Braum or Shen. Every single time, itemization discussion always seems to tackle all three groups of Tank Champions as one big whole, and then pretend that whatever itemization change that they want to make will benefit all three groups (well, no, usually only two. A lot of people don't want the Fighter Tank/Bruiser itemization to start abusing tanks again) even though their changes never seem to actually tackle what these types of tanks actually want to have. Now before I keep going on and on about these terms, let's actually define them:
-Fighter Tanks are your Dr. Mundos, the Hecarims who want to charge straight into battle, the tanky Wukongs, and so on. These are the champions who are always in the thick of a fight very specifically to harm the enemy team as long as possible, and when you look at how their abilities work, it makes perfect sense. Take Dr. Mundo for example, literally all 4 of his active abilities scream "I want to fight as long as possible". His Cleavers, being entirely percentage based, means you don't need to worry about building any damage to make them effective. Just keep chucking as many as possible. His Burning Agony has built in Tenacity and increases the effective time Dr. Mundo has in a battle by shrugging of CC effects that pin him down. His Masochism, the E ability, isn't just some auto attack modifier that you can activate once to get the full benefit of. Instead, because Auto Attacks are the only things that use AD in Mundo's kit, this is once again another case of time. Want to gain the full benefit of Masochism? Better Auto Attack as much as possible during its duration. And then Mundo's Ultimate, being regen based instead of a straight up auto heal, makes him perfect for longer lasting engages. Everything about Mundo revolves around being in the fight as long as possible, and any tank itemization changes around him, or other Fighter Tanks like him, need to be based around this idea. You are trying to increase the effective amount of time this champion has on the front lines of battle, want to improve his QoL by giving him better tank itemization? Optimize tank itemization to this specific goal.
-Utility Tanks are your Cho'Gaths, your Nautilus (Nautili?), and your Alistars. These are the champions you bring onto your team because of, at least for now, their stupid amounts of CC and built in tankiness. That second part of their kit is important because itemizing for them tends to be really inefficient in terms of raw defense. Utility tank itemization can really be represented by these items, though many more also fit the bill:
. Notice a common pattern about these items? All these items are somewhat gold inefficient in raw stats; if I wanted to just be as tanky as possible, a Banshee's Veil or Randuin's Omen is going to benefit me much more than these items ever could. But what's important is that they bring even more unique effects, utility for me to buy. This is why the built in defense on these champions' kits are so important; itemization for them very specifically is stat inefficient in trade for getting more abilities to support the entire team, be it granting them Auras to Righteous Glory's initiation capabilities to Warmog's Armor always keeping you topped off for the next fight. Itemization for these champions need to be built with this goal in mind. Granting "raw stats" items really only benefits Fighter Tanks and to a lesser extent, true tanks. You want to benefit these guys by offering tanky utility, and not be afraid of being gold inefficient towards them. Offer strong niche items for these guys to build for any given situation, don't try to give them more super tank tools, since they don't benefit as much from the latter than they do the former.
-True tanks really only have two poster children at the moment, Shen and Braum. I find it a little disappointing because of how dynamically different their kits are; Braum fits the definition of a Utility Tank very well, whereas Shen's Passive, Q, and W seem to scale on time, leaning Shen towards Fighters. Despite this, there's a very obvious shared Trait between these two champs; their primary goal is to make sure that everyone else on the team is safe from danger. Stand United to Stand Behind Me, these champions are there to defend others, and itemization should reflect this. Similar to Fighters, raw stats greatly augment their defensive abilities. Similar to Utility Tanks, active or passive effects that defend others are great options for these two to look into. What really separates True Tanks from Fighters or Utility Tanks however is that Fighters tend to build raw stats because they are optimizing for their effective time on the battlefield. Utility tanks want as many options as possible so that they always are able to bring powerful effects to a fight. True tanks however build raw stats to optimize their defensive abilities, or search for very specifically for defensively focused utility instead of utility for every single situation.
Now of course, these are not strict definitions. Many utility tanks (especially Alistar) can be argued to be true tanks. Because of how his Ultimate works, Maokai also sits in this weird limbo space depending on how he builds or plays (Build some AP and CDR, he looks like a Fighter. Build Utility, he's a Utility Tank. Build defensive Utility and the player focuses on defending others, he's a true tank). The point is though that there are somewhat obvious lines between all three types of champions that should be defined if we want to help any of them. Think of our Jungle itemization for Season 4 compared to Season 5. Optimizing for as many champions as possible with only as few items as possible really only benefits very few (Lee Sin/Evelynn/Elise meta op). Optimizing for different types of champions using multiple different items (and combinations) for multiple different kinds of situations allows for better opportunities for "everyone" to shine.
This ultimately sums up my thoughts on tank itemization for League of Legends. If you guys feel like Fighters or Bruisers are especially weak, focus on raw stats, or unique effects that very specifically focus on giving a certain champion more time to be constantly fighting (Think Tenacity here). If you guys want to see more Utility Tanks running around, don't focus on raw stats. Focus on finding every single niche a utility tank may want to build for, and grant them a new item to fill that niche well. If you guys want to advocate the play style of True Tanks, give them defensive utility and focus on the raw stats that directly affect their defensive abilities. We can't just make threads demanding that tank items get straight up buffed, as that tends to lead to only the fighters benefitting and the actual tanks that the posters intended to help with the changes will get left behind. We need to look towards what changes will best help what types of tanks if any tank itemization discussion wants to actually get somewhere.
tl;dr: There's more than one kind of tank in League of Legends. If Tank Itemization discussions want to be as beneficial and impactful as can be, we need to recognize this.
+
after a few attacks you'll get 1.35*1.05^5-1 = 72% of the targets armor penetration along with some other nice stats.
instead for the active while still gaining the flat pen and cdr.
I honestly think the only problem with Last Whisper might be the AD it grants making it decent against squishy champs as well as against tanky champs.
&
.
Typically people are only going to get one form of armor pen, the only champs that will get two are assassins and a very small group of bruisers and again, most will go for