Buff Perseverance, Second Wind, Legendary Guardian and Oppression in the Defensive Masteries Tree.
They are several things that keeps the meta in favor of AD/AP carries over Tanks... (Sorry Supports.. you just keep on doing yo thang and leave the spotlight for the cool guys because their's only a scoreboard for kills, not saving lives and assists don't mean squat xD).
First of all the Calculation that determines damage dealt is in favor of damage not resistance. 100 AD against 100 armor deals 50 physical damage meaning if you have 2000 health it will take 40 basic attacks without target having health regeration for you to kill them... Not bad huh? But wait! We unfairly ganked 'Attack Damage' pitting it against both Armor and HP. Let's Say you have 1.50% Attack Speed, instead of taking 40 seconds to kill him with 1.00% attack speed, it will take you 26 seconds with the 1.50%. But every champ has a damaging ability at lvl 1 with a CD lower than 26 seconds so lets say it deals 50 damage after calculating resistances (on a 5 sec CD) it will take 23secs.
Now, in detail... Let's get into the variety of tools carries have to shread tanks. Armor Pen (in all it's ugly forms), Armor Reduction (No more masterbaker for me), Crit Strike Chance and Damage (I can see the crit fireworks from fountain afking like a boss), the before mentioned Attack Speed (was going support but salty troll instaloked
), %Max and Current health converted into bonus physical/magic damage (I'll just write my will here in advance) Lifesteal... The worst perpatrator do you know how I feel having 3500 hp 350 Armor and somehow my ally
was able to survive the entire teamfight in the middle of it for the full 10 seconds even when they were focusing her and i'm here lying dead with a bunch of useless expensive defensive items thay only delay the inevitable by an additional second each.
We can't blame runes because all runes are open to all champs but regarding masteries 99.9% of damage dealers do not venture more than 9 points into defensive tree, why does higher tier masteries feel so lack luster? Their needs to be a bigger tank overhaul also, defensive masteries still have a problem scaling into lategame. Do you see how much percentages are in the offensive tree? The damn tree looks like %%%%%%%%%%%%. Even the utility tree has a bigger impact in games [out of combat flat 20 mov spd, 5% cdr, increased xp when near big brother, 3% LifeSteal and Spell Vamp (which I wish was a little higher up the tree like 9points in utility not 11) reduced recall by 1 second which can be very impactful lategame as well as a few instaces early-mid game; and other important shit like biscuits for my tum tums and what not.
#Riot Please Do Something Meaning full for tanks.
My Ideas:
Perseverance- Either make it regenerate 1/1.5/2% of your missing health or (0.5/0.75/1%) of your maximum health per 5 seconds. Because that damn heal weakens the more health you get back and you have to be missing like 2000 health for that thing to be effectice with your base health regen and regen items...
still isn't popular after change.
Second Wind-
's Lifeline Unique Passive activates when your taken below 30% missing health at it's awesome because it gives you a burst shield absorbing good damage.. Why would you make Second Wind activate at 20% when it only increases healing >:( before that thing goes of your already dead because burst champs nowadays can do 1k damage in 1.5secs... You'll be dead before that thing operates. The 20% increase is good bkeethe point at which it operates is to critically low to be intimidating to enemies. Buff it to 30% or better 35% to make tanks a little harder to take down. It's rival in offensive tree Executioner can activate at "below 50% health" 3rd rank... even if it's just 5% increased damage, the earlier the spike, the stronger the outcome and they have like 5 masteries in the Offensive that give you %damage increase
Legendary Guardian- I have came to the conclusion that LG has been kept low so it doesn't be OP in lvl 1 jungle invades and stuff like that. But its crazy retarded late game like "why dafuq I put a point in this useless-ass mastery when I could have taken more in offense". So here's the plan, make it increase your total resistant by 2% for each nearby enemy champ stacking additively. (10% bonus armor and magic resist) when against the whole enemy team).
Oppression- This is just the most usless mastery in def tbh. Most of the time when champs get CC'ed they try to disengage because the smartest CC'ers don't want to scare the target and only CC when they think they have enough damage or allies around to seal the kill. Personally i'd remove it and put something way more useful like a baby Attack Speed reduction or Baby
.
The best Def Mastery atm is Enchanted Armor it's just so sad to see players (especially in LCS) not max it to go for Legendary Guardian which doesn't do much.
ACTUAL stats
59 armor
with an occassional fighter
. But eversince
and
got me into the world of Tanking and Support, the shoe went on the other foot and I realised the machoism being done in the Tank Class. I had to take stand!
is quite powerful, I think he will set the standard for a new era of Tanks. Having lackluster ones before him like
getting reworked. That good their working on my