Can we do something about the consistent tanks?
You know who I mean: Nautilus, poppy, shen, malphite, Galio.
All these champions have something in common that either makes them OP or prevents them from being good.
They're all consistent. The damage they do isn't blocked by anything, and thus they must always do it.
As a tank player, I want these champions to be able to do damage, but I also want them to not be rediculouy weak.
These are the changes I would make:
**Nautilus: **
Staggering Blow - deals 1/4 current bonus damage, deals 6/7/8/9% bonus enemy max health damage if attacked with Titans wrath activated.
Note that you give up the % hp damage if you auto>w, and also give up the reset if you w>auto. It's also not sustained damage, so it can easily be avoided.
Riptide - deals less damage per wave, but damage is not reduced for multiple waves.
Less useful if you use it improperly, more useful if you hit them while running.
Poppy:
Hammer Shock - damage decreased to 25/40/55/70/85 + 5% enemy max hp, erupt damage doubled.
Heroic Charge - damage reduced to 25/40/55/70/85 + 30% bonus AD, wall slam damage doubled.
Both of these do the same thing, they make damage more unreliable, but more damaging when done correctly.
Malphite:
He's in for a rework, but this could still be done.
Brutal Strikes - While an enemy is under the effects of Ground Slam, Malphite deals 30% total armour damage to that target instead.
Killing a minion with Brutal strikes active refunds 10 mana.
Shen:
Twilight Assault - Bonus magic damage reduced to 10 - 25 (based on level) + 2/2.25/2.5/2.75/3% enemy max hp damage.
Pass through damage buff increased to 20 - 50 (based on level) + 5/5.5/6/6.5/7% enemy max hp.
Pass through damage is more fair to be massive, but 12% of enemy max hp as a base is too much.
Galio:
Yup this guy, he's broken right now so these are pretty much just nerfs.
Collosal Smash - static cooldown: 9 seconds Cool down reduced by 3 seconds every time Galio hits a champion with an ability.
He uses this way too much in fights, and it should feel more important instead of just a thing that I get when I spam q on them.
Winds of War - When the blasts meet, a tornado for 2 seconds deals 5/10/15/20/25 + 1% targets max health per half second. Enemies take increasing damage as the tornado rages, up to 2 times after 1.5 second.
Specific damage calculation. 0 sec: 5/10/15/20/25 + 1% targets max health +0.15% ap 0.5 sec: 7/13/20/27/33 + 1.333% targets max health + 0.2% ap (1.3 x base damage) 1 sec: 8/17/35/33/42 + 1.666% targets max health + 0.25% ap (1.6 x base damage) 1.5 sec: 10/20/30/40/50 + 2% targets max health +0.3% ap (2 x base damage)
Total: 30/60/90/120/150 + 6% target max hp + 90% ap . (6x base damage)
That also means that he now has a 90% ap ratio on his q, if you remain in it for its full duration, less useful for tank Galio, better for ap Galio. Now you have more time to move out of it, and it does less damage if you don't stay in it as it ends.
And so that concludes my attempt to inconsistent-ise these champions. Hopefully some changes like these will make it to live, but until then we must wait.
are more than miserable enough to play against
