Why not make tank items cost more than attack items but make them have higher stats?

Too Ton··2 votes·882 views

This gives the early-mid to the "fun" blow up damage meta we have now. However, if the game goes to near full build around 5-6 items, tanks will benefit more and now everyone's happy. Maybe about 500g more for each tank item.

13 Comments

Balderdash10003 votes

It's because they don't want games to stall out man. Late game damage has to do more then defense, or games will last for hours.

Kowe The Ewok2 votes

It's because in S1 we had situations where players would become near invincible.. He'll you can't picture it... How an Olaf fought a Warwrick up to the point were both turned and ran away because it was impossible for them to kill each other....

There's a danger in tank items being to efficient, they'll get abused by bruiser.

the logical solution would be re-introducing a % health item which leverages the power of other bought tank items which isn't useful for bruisers but suddenly makes all tank items more efficient for them.

only Riot knows why the removed last seasons jungle tank itm which did exactly that.

SmokinSickStyle3 votes

This and also because increasing the cost is a nerf to real tanks and a buff to bruisers.

Increasing the cost translates to the need of higher source of gold income, tanks by themselves barely get kills and when they can usually let their carries take them, which means that their early game power is delayed because they need more time to complete builds.

Imho the only item cost that need to be increased are Void Staff and Last Whisper.

These 2 are so cost efficient it's unreal, you can even get them as 2nd items somtimes...

redniwediS1 votes

It's really not a buff to bruisers... It's a nerf to both.

SmokinSickStyle2 votes

Not quite, my point was that tanks, compared to bruisers can't get gold as easily as the latter, bruiser have damage, which means they can get kills by themselves for themselves.

MY idea for tank is a champ who builds exclusively tank \ utility items and contributes to the team with CC and utility, think of Braum, Leona, Alistar, ok, mainly tank supports, because that's the only way you can see them efficiently played.

How many times you see full tank champs played in jungle or top?

You can, but not as efficiently as a bruiser.

CC and Utility won't be enough to duel a bruiser.

How do you get gold as a full tank champion if you can't and WON'T (Others in your team can make a better use of the gold most of the time...) get kills?

The support items aren't enough.

Increasing offensive items price should alleviate the out of control snowballing we have in pre-season thanks to Dragon buff and less jungle presence.

redniwediS1 votes

Those are all good points, but they don't touch my post in the slightest. How is making bruiser itemization more expensive a buff?

You are trying to say that a nerf to tanks is a buff to bruisers, when the reality of the OPs suggestion is that it's a nerf to all champions who buy these items, regardless of their role. Bruisers are a legitimate concern when attempting to improve true tanks, but that is no reason to think any change that hurts tanks will help bruisers instead.

SmokinSickStyle1 votes

You are right, we can say that this change hurts tanks more than bruisers.

Since bruisers even if they need more gold to buy the items this way, they have a chance, tanks have noone.

redniwediS1 votes

And you still focus only on the "tanks are weak, bruisers are broken" mindset that is so common...

Bruisers are defensively itemized fighters. They may share itemization but their playstyle is completely different. If you want to buff tanks look for ways of doing it that do not assist fighters, like having an item that transfers X% of damage taken by team members to you or something, rather than just complaining about bruisers.

SmokinSickStyle1 votes

Bruisers are broken?

I never claimed that, i was just talking in tanks & bruisers contest, this changes hurts tanks more than it does bruisers.

Outside it my opinion on bruisers is that they are among the weakest right now, especially those who are forced toplane because they can't jungle anymore.

Immobile bruisers ofc.

Mobile ones still have more chances.

Bruisers broken, HA, not at all.

redniwediS1 votes

The tone of your posts matches other posts that say bruisers are a major problem, and with your first post claiming this change would help bruisers I made a fairly reasonable assumption. Saying a nerf to tanks is a buff to bruisers is not the same as saying tanks would be hurt more.

Now, as I've been trying to say tanks are the focus here, not bruisers. They share some itemization, but due to their differing roles the only thing keeping their itemization the same is the strength of particular defensive items. We should be focusing on items that support the individual roles, rather than simply stat differences.

RasCaelestis1 votes

The problem with this is that tanks already have weaker early/mid-games than most damage-based champions. Increasing costs on their core items will not only set them back, it will also allow their opponents to get farther ahead. By the time the tank has one good item finished, an enemy fighter/carry will probably have killed them at least once and gotten an advantage over the tank. As someone already pointed out, tanks usually don't get kills themselves, but set up kills for their teammates. Assist gold is good, but not as good as the gold earned from getting a kill yourself. An increase in cost of tank items would just make things harder for tanks.

I like the idea of making tank items stronger for late game builds, but a cost increase is not the way to go about making this possible.

The Yetii Rider1 votes

I'd personally like to see an item that gives absolutely 0 stats on its own, but costs 3k gp and gives +20% armor, MR, and Health. That way a tank can pick it up as their last item, and it's horrible for bruisers because they usually only get one tank item. A strong late game item for tanks is what we need, one that lets them scale multiplicatively like ADCs.

Ragaren1 votes

just played a game as malphite had a base set of 334 armor with 78% damage reduction pressed W 454 armor 81% dmg reduction died in 3.8 seconds to varus/zed... with 3k health. I think penetration is just too great now, costs should be increased and the amount of penetration maybe decreased. No reason that a mid and a adc should destroy a tank in a couple seconds unless they are built to be anti -tank BTW: zed did majority damage Ex: trundle, brand, velkoz (passive),

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