A keystone for tanks

Horse Grenades··3 votes·1,275 views

That allows you to buff tanks but not having them one shot squishies but reward tanks who stay on a target consistently with dmg with CC. Think like a demolish pop on a champion (I have no idea on values have it jncrease with level ) no one shot potential but still significant value . That way tanks aren’t bursting people down but still are a threat if not addressed

26 Comments

Boatwhistle5 votes

Dude, every dmg dealer wants tanks to be shit for two reasons. They want the tanks to equal more kills and they don't want their own tanks taking kills they want for themselves. So its not enough for tanks to not deal good dmg, they also want work arounds that allow them to do good dmg to tanks even if they play champs not tuned to do so. think about it, its the only logical assumption to be made from peoples views on tanks... A: I don't want the tank to deal dmg and B: I want to be able to kill the tank reliably In other words damage dealing players want tanks the be mildly annoying farm.

Frosted Tips1 votes

First off I disagree with you saying that damage dealers want this because I would expect less than 1% to actually want this. I play everything because I get too bored playing the same champions or even class over and over so I will let you know my perspective.

Tanks should not do much damage at all. They are CC and an annoyance. They are engage and disengage. They are supposed to be hard to kill. They need to have a way to force people to deal with them. Right now that is mainly by giving the damage. I think that is the wrong direction. What they should do is give way more tanks taunt. Also they should make tanks have more cc in general. Again very few if anyone actually want tanks to be "mildly annoying farm" and to generalize a whole group of player that way is ignorant to what the general players want from that group.

ZephyrDrake1 votes

{quoted}

First off I disagree with you saying that damage dealers want this because I would expect less than 1% to actually want this. I play everything because I get too bored playing the same champions or even class over and over so I will let you know my perspective.

Tanks should not do much damage at all. They are CC and an annoyance. They are engage and disengage. They are supposed to be hard to kill. They need to have a way to force people to deal with them. Right now that is mainly by giving the damage. I think that is the wrong direction. What they should do is give way more tanks taunt. Also they should make tanks have more cc in general. Again very few if anyone actually want tanks to be "mildly annoying farm" and to generalize a whole group of player that way is ignorant to what the general players want from that group.

and then everyone will just find them extremely frustrating and not fun in the slightest to play against and everyone will just want them nerf to the ground. You already can be CC locked and you want that to be done even easier? why would you ever pick a squishy champion then? Tanks already have stupid amounts of CC in their kits, adding more CC isn't going to do anything positive for the class itself nor for anyone playing against them. Tanks don't blow up anyone, no matter what anyone says (unless you are so stupidly fed/behind that anyone would do the same thing)

Frosted Tips1 votes

why would you ever pick a squishy champion then?

Because now tanks do less damage so how are you going to kill them?

Tanks don't blow up anyone, no matter what anyone says (unless you are so stupidly fed/behind that anyone would do the same thing)

True they don't blow anyone up unless they are drastically ahead, but they do still burst a good chunk of health which I don't believe is healthy.

ZephyrDrake1 votes

{quoted}

Because now tanks do less damage so how are you going to kill them?

True they don't blow anyone up unless they are drastically ahead, but they do still burst a good chunk of health which I don't believe is healthy.

by simple CC them to death? why does it matter if they deal less damage when you can just CC lock them the entire duration? You can just make any champion in the game be unable to move. Tanks do no burst damage at all either, you seems like you want tanks to be useless until they reach the teamfight face and hope to god that they actually were able to get items without being completely demolished by the enemy laner. Tanks need the damage for a lot of reasons and I love how you think that a squishy should be able to survive being CC locked

Frosted Tips1 votes

why does it matter if they deal less damage when you can just CC lock them the entire duration?

Plenty of CC that has retaliation. Tenacity, and there is already a large time frame between tanks CC so it would be balanced around not being infinite.

Tanks do no burst damage at all either, you seems like you want tanks to be useless until they reach the teamfight face and hope to god that they actually were able to get items without being completely demolished by the enemy laner.

They are supposed to be team fight dominant. They should not be strong in lane. With more CC that means junglers can have more time to deal damage to that lane opponent when they gank. Most tanks have a decent amount of burst.

Tanks need the damage for a lot of reasons and I love how you think that a squishy should be able to survive being CC locked

The main thing people point out about damage is to push waves which could be fixed by increasing damage to minions which is already in the game. If a Squishy gets CC chained long enough they should die. Those CC chains either start with a CC skill shot that was dodgeable or a flash so that is completely fine for them to die.

ZephyrDrake1 votes

{quoted}

Plenty of CC that has retaliation. Tenacity, and there is already a large time frame between tanks CC so it would be balanced around not being infinite.

They are supposed to be team fight dominant. They should not be strong in lane. With more CC that means junglers can have more time to deal damage to that lane opponent when they gank. Most tanks have a decent amount of burst.

The main thing people point out about damage is to push waves which could be fixed by increasing damage to minions which is already in the game. If a Squishy gets CC chained long enough they should die. Those CC chains either start with a CC skill shot that was dodgeable or a flash so that is completely fine for them to die.

oh yeah, so much retaliation... oh wait squishy champions do not build or have access to any form of tenacity unless they gimp their build. What time frame? you literally want to increase how much CC there is in the game. You can get CC locked to death right now and there is nothing you can do.

They are also supposed to survive making it to the late game, sorry but you just wants tanks to me PVE tanks that people do not want to play since PVE tanks and PVP tanks are two completely different things.

Push waves? ok... and then what? they will lose in every single other category and still end up as useless pretty much the entire time since the enemy will have nothing to fear. I will pick the champions with the worst possible early games against tanks since tanks will do nothing to me.

JoeAnarchy4 votes

grasp of the undying literally does all of this .-.

it's literally demolish, but for champs..

it takes 4 secs to build up.

lets you deal extra damage, heals you, and permanently increases your damage, making the next proc do alittle more damage than last time..

Horse Grenades1 votes

I didn't realize it made the next grasp proc deal more damage. Thanks for the info.

A couple thoughts:

  1. I dont want the keystone to be up just because they are autoing minions. I want it to be meaningful reward for tanks who properly layer CC and stay on a single target in an era of high mobility.

  2. I still think overall damage is too high, and it makes it where tanks (besides Sion) get too far behind to be relevant in games shorter than 40 minutes.

MrFawknSunshine1 votes

it does more damage cuz it scales on HP. every time you use it you gain +5 hp. the issue is its good for laning if you can trade, its not as good in mid/late game cuz you arent trying to auto an enemy to proc it, you are trying to cc and lock down something as a tank. its clearly best as a laning tool. the +5 hp per proc from using it helps in later game. aftershock is better for mid game/team fights. not as good in lane.

Boatwhistle1 votes

that's an every 4th second proc that can be applied over and over to different champs while in combat. A different one that could take longer, deals more dmg, has a separate charge time for each unique target champion, and has a cool down... like demolish... would be different.

Boatwhistle2 votes

disliked for pointing out the obvious lol

Horse Grenades1 votes

Story of the boards

Need Gold 4 Tent3 votes

no more damage please

Horse Grenades2 votes

I agree, but rework conqueror please

Boatwhistle2 votes

aayyyy you ended making a discussion for this specifically lol

Horse Grenades1 votes

I felt like it needed to be out there.. I needed the downvotes lol

Boatwhistle2 votes

Go to "HOT" and "BEST". Its all either irrelevant to the game, additional content related, policy complaints, or arguing something specific is toxic. These forums aren't for people like you and me wanting to try to contribute in game concepts in the hopes of inspiring demand, or at least I never seen someone succeed you know maybe I am just wrong. Look at that one guys reply... "its basically grasp" when clearly as I explained and it ought to have been obvious a demolish-like keystone is not like grasp in so many ways. No matter what you come up with there will be too many people that either don't care or will senselessly find irrelevant angles to be able to call you stupid for some strange satisfaction. Its like people know the game could use some change riot has proven incapable of providing internally but don't care enough to entertain anything else to even up vote.

ZephyrDrake1 votes

{quoted}

Go to "HOT" and "BEST". Its all either irrelevant to the game, additional content related, policy complaints, or arguing something specific is toxic. These forums aren't for people like you and me wanting to try to contribute in game concepts in the hopes of inspiring demand, or at least I never seen someone succeed you know maybe I am just wrong. Look at that one guys reply... "its basically grasp" when clearly as I explained and it ought to have been obvious a demolish-like keystone is not like grasp in so many ways. No matter what you come up with there will be too many people that either don't care or will senselessly find irrelevant angles to be able to call you stupid for some strange satisfaction. Its like people know the game could use some change riot has proven incapable of providing internally but don't care enough to entertain anything else to even up vote.

wut? you seem butthurt for no reason whatsoever. What does demolish do that Grasp doesn't? yeah they have their differences but it's pretty much "build up stacks of this thing and then the next auto on X (with X being a champion or turret depending on the keystone) deals bonus damage on said target". They both scale the same way, they both proc the same way, they both allows tanks to be threats to their respective targets (champions or turrets) as long as they are able to stick around long enough. You seem to be the type of person who just want to nitpick everything and be "look it's not the same!" even though the end result is exactly the same.

Boatwhistle1 votes

Yes, this hypothetical demolish-like rune doing more dmg, having a longer charge time, a cool down, and having a single target charge time(not time in combat) is basically the same... absolutely no effective difference. If it were in the game then it wouldn't matter which you took cause their is absolutely no effective difference. Talking about nit picking "look they are the same" even though they have differences. See I can do it too.

Bobloser35552 votes

tanks should have a real tank rune available that doesnt deal any damage at all.

Boatwhistle2 votes

Any clever ideas?

Bobloser35551 votes

2 seconds after being damaged by an enemy champion gain a shield that absorbs 100 hp+ 15/level for 4 seconds

After 10 minutes each minute that passes gain +2 armor and +2 magic resistance

For each 1000 damage enemy champions deal to you (before resistance) gain 10 hp permanently

Horse Grenades1 votes

I agree.

Uwhtazn2 votes

Well, there was Courage of the Colossus. All you had to do was proc hard CC and gain a free shield to tank the incoming damage.

MrFawknSunshine1 votes

and now its aftershock

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