"immobile melees shouldn't have items to overcome their weaknesses" says the marksman

Big Lincoln··154 votes·6,015 views

as the marksman enjoys his comfy selection of item 3026 item 3046 item 3812 item 3072 to reduce, delay, or otherwise overcome burst and assassination attempts and item 3139 to give them a second chance if they eat a CC spell

(notice all of these items also have modest to very good offensive stats too)

208 Comments

Malicious Metal30 votes

See how some of these items also give them ways out of CC locking and makes kiting for them easier? :^)

Fighter Itemisation, together with AP, needs some heavy reworking.

Fisher No Chains19 votes

B-but AP have Zhonyas! That items that makes them invulnerable and insta wins the game!

I'd rather having an AP QSS upgrade instead of Zhonyas tbh. But when I tried to make people realize how AD defensive/situational itemization is better in every aspect people just complained about Liandry's having HP. Then I just gave up.

LankPants15 votes

Bu-bu-but Zhonya's is the best item in the game right?

The argument that Zhonya's is some godlike item needs to die. We've reached the point where Zhonya's isn't even the best defensive AP item, it's a distant second to Banshee's Veil, maybe even a close 3rd to Seraph's Embrace (although that item has major problems with the short games of current).

When you compare Zhonya's in power to its AD counterpart GA it's an absolute joke. It's nowhere near competitive. To rub salt in the wound BV also fails to compete with Mercurial Scimitar. ADs unquestionably have better defensive itemisation right now, it's time for that to be recognised.

Fisher No Chains5 votes

Best thing is when you compare Zhonya's components to its AD counterpart. I still can't stop crying while thinking about Armguard vs Hexdrinker.

Poske3 votes

fk even hexdrinker > zhonya

Thilmer5 votes

{quoted}

B-but AP have Zhonyas! That items that makes them invulnerable and insta wins the game!

I'd rather having an AP QSS upgrade instead of Zhonyas tbh. But when I tried to make people realize how AD defensive/situational itemization is better in every aspect people just complained about Liandry's having HP. Then I just gave up.

It's impressive that now that AD champs have at least six ítems that are powerful in ofenssive and defensive terms, people still complaining because "Zhonyas active is too good" or "you shouldn't have AP and armour in the same ítem".

Meanwhile, 90% of the adcs are buying item 3026 and this is not the most powerful ítem they have. [slayer-jinx-unamused]

Some people really have a bias against AP champions.

The Lexer3 votes

I think I'd rather still have Zhonyas, but with buffs. It was a pretty good item until they increased the cooldown and it was a great item before they removed 50 AP from it

LankPants7 votes

Fighter Itemisation, together with AP, needs some heavy reworking.

Let's not sugar coat it, so does ADC itemisation. Specifically ADCs need to lose options, they have too many.

ADC itemisation infringes heavily on other classes abilities to function. Because of QSS Tanks need to have absurd CC, because of LW armour needs to be utterly absurd and because of the amount of easily accessible MR on ADC items mages burst needs to be through the roof.

Sagan Forever19 votes

The bigger problem is that support itemization is very heavy in shielding which removes the adc weakness to burst. I won a game once because I used item 3190 to counter burst on my adc so instead of dieing for there miss position they killed the enemy team. Shields from supporting champions are also to blame for adc strenght, and if supports could/would give movespeed to juggernauts I think they would carry far harder.

deadlychuck17 votes

#Neither of these classes should have either of these items.

It's that simple. It breaks everything and throws classes outside of these two groups under the bus in respect to effective counterplay.

Even in the cases that other classes have item to overcome their weaknesses, all that does is shove more mechanics into a game that already stacks too many mechanics onto champions. Champions have so many mechanics and items that behave has handicaps for their weaknesses, that simply knowing that weaknesses isn't enough to exploit it. You also need to be playing one of the champions which has the capacity to exploit it, which doesn't have any kind of exploitable weakness in their own kit.

It's just shitty game design...

Arakadia3 votes

#THIS!

Just because ADC's have itemization that removes intended weaknesses/is overbearing doesn't mean bruisers should too!

Dextix LT4 votes

The problem is that we know that Riot loves adc's so much that they would never remove this shit. So we need to fight fire with fire. That is the only way.

Teridax6811 votes

The thing is, when a juggernaut itemizes into Dead Man's Plate or Righteous Glory, the bonus movement speed they get merely enhances the innate movespeed they already have. By contrast, life steal offers something that no marksman has innately, and that's sustain. The only marksman who ever had sustain was Kindred, and that was removed due to how well it worked for them in lane. Riot has specifically discouraged itemizing early for life steal because of how safe and passive it makes marksmen, but the very existence of those items allows marksmen to heal themselves back to full in a few seconds come late-game, something they would never be able to do otherwise, and in a manner that far exceeds even champions with innate healing and multiple items that enhance it. Even mage items, which aren't statistically as strong, provide these radically unique effects like stasis and even dashes. Meanwhile, the moment immobile melee champions are given an item that makes their weaknesses a little less glaring, the stuff gets abused by ranged and hypermobile classes who benefit from those effects practically just as much, in addition to the innate advantages they already have, forcing those items to then get nerfed (Sterak's Gage was nerfed into unpopularity largely because of how much it was abused by marksmen, for example).

I agree with the basic idea that every champion should have significant weaknesses, and shouldn't be able to paper over them through itemization. However, the problem we have right now is that, on one hand, juggernauts have weaknesses that are often so extreme that it makes them outright dysfunctional, and on the other we have several other classes with many champions whose very kits have no strongly-defined tradeoffs, let alone after they purchase items that can cover whichever weaknesses they do have, e.g. marksmen purchasing lifesteal and resists in addition to tremendous amounts of damage in order to negate their own squishiness. Of course juggernauts aren't going to be competitively popular if they're one of the few subclasses that can be hard-countered in League, and of course marksmen are going to remain at the center of the game's meta when they bring more to the table than any other class without any major disadvantage. If League's meta hadn't been marksman-centric from the very beginning of competitive play, I don't think nearly as many people would agree to the way power and advantages are being distributed among classes today.

Aryador2 votes

while you make good points we already have very few items that do not work for melee or ranged champion. And as far as I know such a tool could be expanded and used to gate some items from adc or assassin when those are clearly meant NOT to be used by X class. I mean I know riot want to give the appearance of choices but, for the most part, there is no "choice" in lol most of the time it's false choice. So to hell with the veil of bs and simply gate the items that are needed for X class from Y class for which it would allow said class to break the game or get more benefit from it then intended.

Teridax684 votes

It's true that melee-only restrictions on items exist, but Riot so far has been extremely reluctant to implement them. Lethality is perhaps the most recent example, where the stat was exclusively designed for assassins, but when marksmen started abusing it, even to the point where Lethality had to be nerfed several times, the devs still chose to allow them to purchase assassin items in the name of build diversity. Similarly, melee-only restrictions would not prevent many assassins and light fighters from purchasing tanky items, and thus far the only way to truly dissuade them from going for bruiser builds is to nerf their bases and increase their scalings, which makes them more snowbally by dint of being far more item-dependent.

One of the big issues with itemization as it stands is that it offers practically everything melee champions have, except for hard CC, but does not give melee champions the option to go ranged (Rapid Firecannon provides a bonus that is both inconsistent and minimally effective to melee champions, and so doesn't quite count). It's very easy for a ranged champion to load up on health, resistances, movement speed, and so on, and in fact many ranged champions build those stats as part of their standard build, but it's impossible for a low-mobility champion to drastically increase their target access, and for many it's not possible to reasonably invest in stats like attack speed, crit, etc. because that would require committing heavily to an itemization path. Melee champions not only tend to have fewer unique advantages over ranged champions on their own kits, but also have fewer itemization options. When melee champions do, on very rare occasions, abuse items intended for ranged classes, e.g. Vi with BotRK way back when, they usually get knee-jerk nerfed and pushed into more narrow itemization paths. In the end, it really feels like there is a double standard at play between melee and ranged champions in how they're made to interact with itemization.

Aryador3 votes

As i said : to hell with the veil of diversity. There isn't any. We have too many people number crunching and finding the meta build for every champion and then finding the other good options in case you might find yourself in a case where the meta build is not the best. And let's face it diversity is not something naturally positive or negative. In other words : diversity for diversity's sake is poison. Same with the continuous stream of champions. We nearly got 140 champions. Give it a rest already seriously.

But on your second paragraph i will have to disagree with your idea : Yes there is a double standard. In fact there should be a standard for every class in the game. You do not balance a range champion in the same way you balance a melee one. You do not balance a mage the same way you balance an adc. You do not balance X class as you balance Y class. Because all of these have different expectation and thus standard. And all that balancing SHOULD include everything : runes, masteries, ITEMS, raw stats and spells's values.

Is it that hard to understand that adc weaponry shouldn't be the same as the warriors or the assassins ? Dota does it to some degree by using a basic stat system, dawngate used to do it by giving different degree of ratio of attack speed, damage on autos and spell depending on the kind of character being played and I am pretty sure other games do it in an other manner too. League is the only one refusing to enforce a character identity. This doesn't mean that you will have less build per say but shenanigan like wukong or sion lethality won't be allowed anymore or at least shouldn't be. These things only shows flaw in the game that are not being fixed.

Teridax683 votes

{quoted}

And let's face it diversity is not something naturally positive or negative. In other words : diversity for diversity's sake is poison.

While I agree that forcing diversity to happen at a cost in overall game health is not a good idea, which is Riot has been discouraging certain champions from picking certain items (e.g. assassins and tanky items), diversity itself is an inherently good thing. More diversity means less repetition, which means more replayability and less of a chance of burnout. Stagnancy in many aspect of League is frequently cited as a reason for burnout by many players, as they get tired of playing the same champions in the same positions with the same builds.

For the sake of the argument, let's assume that diversity is not worth encouraging, and thereby don't bother increasing it. The immediate issue this raises is that of itemization: systems like runes, masteries, summoner spells and items exist purely to give champions more options, or at least were created with that intention. If they don't add to diversity, they just add more power, plus a few common gameplay effects, and complicate balance exponentially. If you accept that champions don't need that kind of variance (and, let's face it, itemization has been made increasingly restricted to particular classes over time), then those systems need not exist. Either we have a League where diversity is important, which means these customization systems need to be overhauled in order to provide actual variety, or we have a League where diversity isn't worth it, and we might as well stick common features directly onto champion kits and stop giving them the illusion of choice through items and the like.

{quoted}

But on your second paragraph i will have to disagree with your idea : Yes there is a double standard. In fact there should be a standard for every class in the game. You do not balance a range champion in the same way you balance a melee one. You do not balance a mage the same way you balance an adc. You do not balance X class as you balance Y class. Because all of these have different expectation and thus standard. And all that balancing SHOULD include everything : runes, masteries, ITEMS, raw stats and spells's values.

I agree that champions should not be balanced using the exact same protocol, but what I'm pointing out here is that this double standard has had negative in-game consequences, and is both unnecessary and unjustified: by all rights, marksmen as a class should not be durable or bursty, as squishiness and a focus on DPS are meant to be their defining weaknesses, and melee characters should not have the same reach as a marksman, but whereas the latter standard is easily enforced, the former isn't, as marksmen are given privileged access to both life steal and even Lethality, a stat not even designed for them in the first place. What I am saying is that many marksmen and even some mages are allowed to overstep their own limitations and do things they shouldn't be doing, much of it with Riot's blessing, but the same has not been done for melee champions, who are much more heavily limited. It is not a defining characteristic of marksmen or mages to have more itemization options, and in fact it is fighters who should be having the greatest degree of choice, as they're meant to dip into both tanky and damage itemization. What we are experiencing, however, is the reverse, which is why I think this is a double standard that need not exist.

Aryador1 votes

I stand by the fact that league provided false choices since it's inception only changing what the false choice is from time to time. If you want to create actual choices you need every champion to be strong enough without items and the item to be extras that add to the game-play rather then just majorly stats increase. I rather have 3 choices then a plethora of fake ones. Diversity is not in itself positive sorry. It just forces us to number crunch and once it's done the puzzled is solved yay.

You were speaking about a double standard of treatment instead of different standard of approach done by class. My bad. However i will disagree with you simply because of what the past has shown us. we see is that adc are actually dependent of a lot of things...Remember the ad 2017 meme ? Because they were, in a way, not allowed to play. And life steal alone does not explain their durability. this is the culmination of many factors : death dance + phantom dancer + peeling support + peeling item + sometimes a peeling jungle + sometimes a peeling mid. Left alone without any peel those adc are not that durable....I know it because I play it and I quite easily end up as food for the crows if left alone. So I disagree on the idea of lifesteal or lethality being the source of the problem. For your point of view you may consider it, at best, as a part of it but not as the main culprit.

So while I agree that adc shouldn't be about burst this only shows a glaring problem of league as a whole : the amount of dmg across the board is too damn high. Because in order for them to be the top dog in dps when they have to compete with something like a cassio or a ryze you have to admit that the bar is already set quite high who are already at the point of burst per second so ofc they have to do even more. And how is the reverse happening ? I mean if you have the "choice" (nice veil isn't it ? : D) you have more options period. In fact unless we're speaking heavy crit build all the items the adc use can be used by the fighters with varying degree of efficiency. They have " privileged access to both life steal and lethality " ? How is it privileged for adc to have access to life steal ? I can understand lethality but life steal ? what the fuck man. Everytime you start to make sense you derails into going a bit too far....

Teridax684 votes

{quoted}

Diversity is not in itself positive sorry. It just forces us to number crunch and once it's done the puzzled is solved yay.

I don't think we're actually disagreeing by that much here. I agree that League's itemization is fundamentally conducive to false choices, doesn't bring about diversity, and never truly achieved it even when it was created, despite the best intentions. Every iteration of runes, masteries and itemization has devolved into a solved game, and this is bound to happen as long as you introduce effects specifically meant to synergize with some champions better than others. No truly diverse system should ever require you to number crunch in order to find the "optimal" build, and a single, static notion of optimality is antithetical to diversity, as a diverse environment would make different builds become optimal in different, about equally and concurrently possible situations. Therefore, any system that aims for diversity, but also sets out to make some choices inherently more valid than others, is doomed to fail.

I completely agree with you, I would rather have just two equally valid choices, or no choice at all, than a large series of options where only one is worth picking. Personally, I think this might mean ditching itemization, runes and summoner spells as we know them, and coming up with an alternative mode of customization, but that's certainly not a suggestion most players would be inclined to agree with.

{quoted}

Remember the ad 2017 meme ?

This is not fully relevant to the main point, but I think the whole "ADC in 2k17" meme is complete bullshit. Even when that was in full force, marksmen were still being picked in practically every match, on both teams, and the only instance where they were threatened was by the occasional appearance of Ziggs in bot lane. Sure, they died quickly, but at no point did marksmen players at large even try to compensate by itemizing more defensively, in spite of the plethora of options at their disposal, and at the end of the day they were still important enough to be considered mandatory. Players immediately complained without trying to adapt, and before they could Riot swooped in with large buffs to marksman items, which may have appeased a portion of the playerbase, but generated an environment that is now much less pleasant for everyone else involved. We are at a point where marksman builds are cheaper than mage builds, meaning marksmen now scale faster and harder than most other classes in the game, and end up laying down damage per second that rivals, and sometimes even exceeds, that of dedicated burst classes, all with far more safety and reliability. "ADC in 2k17" was the cry of a playerbase used to playing an extremely privileged class, afraid of losing even the slightest amount of those privileges.

It feels weird to talk about privilege within the context of a videogame, as classes are picked mostly by choice and there's none of the violence and historical context that comes with real-world privilege, but I do still think that, within the context of League, marksmen are a privileged class. They are one of the two classes in the game to be considered mandatory to every team, the other one being the support, a class that is practically designed to cater to them (e.g. Janna giving AD, a bonus that makes no sense within the context of her own kit, or that of most champions). In a game environment where non-marksmen have received massive nerfs, even heavy reworks, because their power was considered too reliable, marksmen continue to be able to output the highest damage in the game via autoattacks, which a) cannot miss, b) have very little downtime, and c) cost no resources to apply with only some situational exceptions. Bot lane is heavily protected to ensure only they get to take up the carry position, but they have been allowed, even encouraged, to take up literally every other role in the game, including support.

Whereas champions now are being aggressively discouraged from picking stats that don't conform to their class, marksmen have good access to practically every stat except health, on top of their own dedicated itemization, and often without even having to compromise on their damage (notice how items like BT, Maw of Malmortius, Mercurial Scimitar, Guardian Angel, etc. all give 40+ AD). Even items made for other classes, i.e. Knight's Vow, Ardent Censer, Zeke's Convergence, etc. are designed specifically with marksmen in mind, and only marksmen. At this point the game really does revolve around marksmen, and has been doing so for most of its lifespan now, to the detriment of diversity that has been very easily achievable in other MOBAs, such as HotS or Dota 2, where members of all classes can carry. Whereas initially the prevalence of marksmen arose naturally, it has now been enforced by design, and has been taken to such over-the-top levels, e.g. currently with supports being forced to give most of their power to the marksman, that it has made the game significantly less enjoyable for many players.

{quoted}

So while I agree that adc shouldn't be about burst this only shows a glaring problem of league as a whole : the amount of dmg across the board is too damn high.

I agree with this, but a) marksman damage is a contributing factor to this, and not merely a symptom, and b) having an environment where damage is too high does not excuse marksmen, a damage-over-time class, to be able to apply more burst than actual burst champions, and do so continuously. This is not an exaggeration, by the way, as looking at Twitch or Draven's performances frequently shows them bursting enemies down in a few hits, and in Twitch's case doing so to multiple enemies at once. There has been an amount of damage creep, but marksmen have benefited the most from it, as mages had their total AP reduced in favor of better access to CDR, assassins got reworked specifically to have more delayed burst and greater difficulty, and tanks had their main source of itemized damage, i.e. Sunfire Cape, completely slashed. By contrast, marksmen received only a minor nerf to the attack speed they could build, but instead got more AD and crit, in addition to plenty more defensive options, including damage reduction, plus a 30% CDR item for casters. When toning down the amount of damage in the game, marksmen should be the first class to have their own DPS deflated, and so by a lot.

{quoted}

How is it privileged for adc to have access to life steal ? I can understand lethality but life steal ? what the fuck man. Everytime you start to make sense you derails into going a bit too far....

Life steal is a stat that provides sustain, which is a form of durability. As a class, marksmen are defined as squishy ranged damage-dealers, meaning that once they start taking damage, they should not be able to survive much of it. As a result, they are also given no innate sustain, because that would make them more durable. However, life steal means that they can heal out some of the damage they take with every autoattack. Not only does this directly contradict one of their few core weaknesses, as they're meant to be squishy and this makes them more durable, but in addition life steal is also currently the most powerful source of sustain in the game, exceeding even that of most enchanters.

When a champion gets to heal for large amounts over time, they become a drain tank, which is supposed to be the domain of champions like Vladimir and Warwick, and has been heavily controlled on them due to how snowbally it can be (if you can heal more damage per second than you receive, you cannot die). Effectively, marksmen not only have the best damage in the game, but are also exceptionally durable over time, due to how they can heal for literal hundreds of health every second at no cost. You could say that they're vulnerable to burst, but this is directly countered by features like BT's shield, GA's resurrect, the damage reduction on DD and PD, and so on, to only count effects directly under the marksman's control, and not the many shields, heals and other forms of protection and peel supports dump onto them with their kits and items. Life steal is not a stat marksmen should have, because it makes them significantly harder to kill, and it is this uncontrolled, hyper-snowbally sustain that has in part contributed to damage creep, because burst champions need to be even burstier if they want to have a chance of killing a member of a class capable of negating a large portion of their damage output every second.

Noblewind10 votes

Honestly in a couple of years attending these boards on a near daily basis, I have yet to see a discussion made by marksman players saying what melee champs should or shouldn't have. Nobody says this lol

skyskee0088 votes

Boards doesn't have marksman players/you'll see the same immobile bruiser mains make posts every day.

Boards is a very small community. You really think like 25% of the league community is Mord mains? It is on here.

SwiftKitten888 votes

... who the fuck says that?

you HAVe items..item 3742 item 3022 item 3025 item 3800 item 3117 item 3111 item 3047 item 3009

then they are the items for specific champsions you can buy

Big Lincoln51 votes

none of those items address immobile champ main issue; fromallet, phage items and iceborn in particular are only effective when you're already in range

item 3800 every 90 seconds i might be able to rush a bad carry who got out of position, neat

Executioner4 votes

Might? You mean I will always be able to rush them.

Big Lincoln20 votes

until their front line stops idling and takes a step toward me to stop the MS bonus entirely

SwiftKitten885 votes

[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=G903LBxh,comment-id=00040000,timestamp=2017-08-20T01:28:29.848+0000)

none of those items address immobile champ main issue; fromallet, phage items and iceborn in particular are only effective when you're already in range

item 3800 every 90 seconds i might be able to rush a bad carry who got out of position, neat

you have champion skills and summoners too...

anyways... if you a tank or a bruiser.. you HAVE a dash (or a massive speed boost) .. you HAVE cc.

if u dont feel you can catch them.. dont go in... wait for them use somthing then turn on them.

this isnt that complex.

Big Lincoln27 votes

you HAVE a dash

are you really trying to tell ME this? i feel like i shouldn't have to elucidate on my champion roster

Melledoneus14 votes

I think you play Uncle Ryze and only Uncle Ryze. Lincoln is in the name, amirite.

Big Lincoln9 votes

i hate ryze

champs with no combat ult can get out of my face

AirKingNeo31 votes

Mallet isn't a bruiser item. Only ADCs and Gnar build it (Kalista, Twitch, Gnar specifically). Barely do bruisers build it.

Deadmans is infinitly worse than Omen.

Glory falls off late game.

IBG is a tank item.

Everyone gets boots so that isn't a valid argument.

EDIT: Kennen, Kog'maw, and Teemo also build Mallet.

Kyovulpes14 votes

Cassiopeia Slithering passive intensifies

Ahristocats5 votes

don't forget kog

Thefrostyviking8 votes

Marksmen got all those items because they were being deleted instantly even with good positioning though?

Altho i personally think that stacking them is too much, you should only be allowed to have 1 damage reduction item-

And DD is definately OP, whilst BT just proves my point in a way. '

Until it was buffed to 20% ....and given a larger barrier too i think? Hardly anyone built it because it wasn't really noticeable, then it get´s noticeable and suddenly everyone and their dogs flip their tables and desks over.

In my tiny little world we have an issue with marksmen because damage reduction stacks, item 3504 is a thing and item 3087+ item 3094 crit +warlord as well as the mentioned item 3812 is also a thing and finally item 3109 .

Nerfs those things, nerf the marksmen down to size a little extra, and then find a way to give them good consistent damage without overly large crits ever 1,5 seconds post 2-3 items and then we might be a little better of everywhere.

Also, remove Twitch ulti from the game until then x)

5050BS7 votes

Mobile should also not have high damage and or high burst

Sraeg20135 votes

You forgot item 3156.

PixelPicksTW4 votes

Merc Treads. The item you are looking for is merc treads

ninjaroxas9 votes

When 3 words and a picture has more upvotes then the post

Big Lincoln3 votes

the OP is just shitty bait I posted before bed

WorryWolfy3 votes

Whatever the marksmen have is irrelevant to what the melees should have. Different itemization for different roles.

Big Lincoln18 votes

missing the point

IcyPepper32 votes

Different itemization for different roles.

The post is about design philosophy, and whether itemization should negate intended weaknesses for a class.

Melledoneus10 votes

If it did then we would get tank items that let them deal immense sustained damage.

Aryador2 votes

lacking in something is not , per say, a weakness(certain champions have no cc is that a weakness in and of itself ? no) + the titanic hydra is pretty much it and they already deal more damage then they should be allowed to without it.

Edit : fixed a badly written expression in between the "()".

Melledoneus11 votes

Except Titanic Hydra is more effective on attack speed builds than a full tank build. Shen is the only tank I can think of who builds it consistently.

Aryador1 votes

what prevent you from doing it on other tanks ? the gargoyle plate + 2 tank items is far more then enough to tank for the whole match's duration and most likely then not you can replace the mr or armor item by a titanic and do fine thus increasing your dmg output. And there are tanks like gragas who don't need any items to be deadly and tanky at the same time so he is free to go whatever buildpath he wants yay(ofc there is a point where you need some items to tank don't get me wrong). And titanic can just be there to give you some extra burst while allowing you to continue to go tank route. An auto reset which allow you to inflict 10% of your max hp is nothing to sneeze at.

It's not because most people don't do something that it doesn't work or isn't better. Back in S1 where everyone("pro" included) were going full dmg I was already building bruiser.

Melledoneus5 votes

{quoted}

what prevent you from doing it on other tanks ? the gargoyle plate + 2 tank items is far more then enough to tank for the whole match's duration and most likely then not you can replace the mr or armor item by a titanic and do fine thus increasing your dmg output. And there are tanks like gragas who don't need any items to be deadly and tanky at the same time so he is free to go whatever buildpath he wants yay(ofc there is a point where you need some items to tank don't get me wrong). And titanic can just be there to give you some extra burst while allowing you to continue to go tank route. An auto reset which allow you to inflict 10% of your max hp is nothing to sneeze at.

Titanic Hydra isn't built on other tanks because they don't use auto attacks as much as Shen. It gives a measly 450 HP in a meta where you need to stack resists and HP to be able to tank effectively. There are so many better options for items for that slot.

Shen also gets it because he has only one hard CC. After his E is on CD all he can do is Q-auto. He gets attack speed while doing this and it synergizes with Hydra. Other tanks, if they want damage, build the AP bulk items or Iceborn Gauntlet.

It's not because most people don't do something that it doesn't work or isn't better. Back in S1 where everyone("pro" included) were going full dmg I was already building bruiser.

I've done everything with tanks from Full AD Lethality Sion to Shen mid. I know the tried and true of what works and does not work. Titanic on any tank but Shen is sub-optimal. Even Cho never builds it because he just stacks HP and resists like an asshole.

50ShadesOfÀDC2 votes

No one complained when adcs were one shotted by asassins.Now when that is impossible everyone is bitching.Theres still way to kill of adc but not that quick.

Lauchmelder10 votes

No one complained about assassins oneshotting an ADC because it's their goddamn Job. It's the same for burst mages.

Giving ADCs so much survivability straight up removes counterplay.

EndlessSorcerer2 votes

ADCs complained about assassins onshotting ADCs.

We can clearly see how that turned out.

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