Can we do something about the consistent tanks?

kasfas··3 votes·373 views

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 **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 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 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 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 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.

14 Comments

KuroCaliber2 votes

That is a huge nerf to galio. Most tanks have unavoidable % hp dmg or else have some form of cc attached to the ability to make landing multi instance damage easier. Galio doesn't exactly have a slow on the q. So whatever damage he's doing is on you. 6% Max health over 2 seconds is not a lot. Many tanks have their % hp scalings higher, more repetitive, or a lower mana cost. Id rather be in favor of nerfing e base damage as it's used for cc and that's about it. Maybe increasing q Manas cost at middle ranks to stop spamming. Since the passive on dorans is going to be unique, a lot of his early Manas problems will be returning.

kasfas1 votes

q is also long ranged, is waveclear, and complements his other abilities really well. passive into q into e into w does a LOT of damage and you cant retaliate for the whole duration. thats 6% guaranteed damage, and if he lands his combo it still is. In fact he does more base damage if he keeps them inside the tornado, its just harder to poke people down with it from far away.

Ralanr1 votes

I kinda like the Poppy changes, but she's not up there with the consistency of tanks right now.

kasfas1 votes

She really is, just because she isn't meta doest mean she isnt consistent. plus if you look close, those are some pretty big buffs. A lot more damage, 1% more hp damage if you get the second proc too.

Big Lincoln1 votes

Let's not make more CC bots that also do unreasonably high amounts of damage

Galio Zac are more than miserable enough to play against

kasfas1 votes

what?

TheHappyReaperz1 votes

I like the mana refund on Malphite. Regarding Naut, I think the Riptide changes may hurt his ability to farm effectively, so what about making his W do less damage to champs, but increasing its damage to minions and monsters?

kasfas1 votes

i think he could have his passive or e deal more damage to minions. I didnt come up with exact numbers for this one, because its not a vry pressing matter, but the passive could do with 2x to minionsand the e could deal 20% bonus to minons. That should be alright

Elkington VI1 votes

Barring Shen, all of those champions are fine design-wise. Shen will always be a balance issue as long as he has his global ult.

kasfas1 votes

All of them have consistency in common. Their sucess case is either always active, or really easy to acheive, meaning they are balanced in a sub-par state. If we make their sucess case more difficult, then they can be balanced with higher numbers and feel better to invest time into and play.

Elkington VI1 votes

{quoted}

All of them have consistency in common. Their sucess case is either always active, or really easy to acheive, meaning they are balanced in a sub-par state. If we make their sucess case more difficult, then they can be balanced with higher numbers and feel better to invest time into and play.

Naut, Malph, and Poppy feel fine to play to me. Sorry, I'm not really understanding where you're coming from. Does every champion really need to be more difficult to play? Tanks should have easier to play kits imo, as they have to focus more on initiating fights and peeling (they shouldn't be gated by mechanics on top of that). Harder mechanics should generally be reserved for DPS classes and occasionally supports.

kasfas1 votes

That's why their cc isn't gated but their damage is. The more you play, the better they feel because you have more to do.

But the point is these champs are consistent in their cc, damage, and utility requiring them to be less effective overall. If we remove consistency we can put more power into the abilities making them stronger. Thus people who main the champion aren't gated by the over simplicity of the champion and can do more than the average player.

Elkington VI1 votes

Personally, I think there is a large difference between good Naut/Poppy players and average ones (they also do plenty of damage for tanks). Malphite I can sort of understand, but Shen needs an ult change before any real power can be put into the rest of his kit.

Emerald Fang1 votes

Fiora Vayne

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