Tanks need some help [Thoughts]

Kloqdq··19 votes·1,179 views

So over the past couple of months I have been playing a lot of tanks. For a long time, they have been a personal favorite that I could always feel safe picking; enjoying what time I had on them as well.

With the recent tank update however, I feel like tanks themselves are suffering from being a little too squishy. Never before have we had so many tools to survive as a carry in league. With all the powerful support items, tank items (and tanks in general) have seemed to get the short end of the stick on power. A while ago, people complained a lot about tanks, saying they had too much damage and were too hard to kill. So Riot reacted with more CC, lower damage, and I think the main problem with tanks,

bursts of tankiness

Much in the same way assassins got their burst patterns extended, Tanks got their overall tankiness reduced into periods of time where they are tankiest and where they are not. You can see that more with tanks like Sej or Rammus, along with a handful of others. These tanks are best at key moments but fall off in tanking power as the fight goes on and they don't have that. Sej is only tanky at the start of the fight, rammus is best with his W. Naut when he has his shield (can be argued). We are even seeing this idea show up in items like item 3193 .

Now inherently this isn't a terrible idea. When tanks are overall tanky they are crippling at times, Tank Ekko is a good example. When they have a lot of damage they can be a giant pain, when Maokai was one-shotting with Saps. But I feel like these periods of tankiness came at too much of a cost of just being tanky. While some tanks will shine in a certain moment, some tanks too the hit to general tankiness harder than others. Basically, HP was really important and now we are lacking it. I am fine with that but the raw stats that tanks are getting overall are lower than before. The items effectiveness is diminished and it's why we are seeing tanks get Locket, Knight's Vow and other support items. Those items come with powerful effects that increase their total value, while having stats that are almost equal to the tank items.

Locket has 30 Armor, 60 MR Knight's Vow has 400 HP, 40 Armor and 10% CDR Stoneplate (A mix of tank and support) has 40 Armor, 40 MR but goes up to 80 Armor, 80 MR when you are around 3 or more enemies.

This doesn't even include each passive which increases team survivability along with your own (Locket+Stoneplate is massive)

Now let's look at the tank items

Omen is 400 Hp, 60 Armor, 20% reduced damage from Crits, and reduces 15% attack speed Sunfire is 425 HP, 60 Armor and a passive burn (29 damage at lvl 18) All MR items have about 400 HP and 55 MR on average.

Now comparing the rare stats, The 3 support items give the tank player about the same stats but often with an increase of 500-1000 gold pre item. WITH LESS POWERFUL EFFECTS

This is a massive problem for tanks right now, because they are often pushed with scaling numbers, but are given lower amounts on average. A normal tank with a standard tank item build is getting (Just a normalish build to give an average idea) item 3143 item 3075 item 3065 item 3194 item 3193 and item 3111 oritem 3047 gives you; 1450HP 275 Armor without boots - 305 with and a potential 315 (345) 150 MR without boots - 175 with and a potential 190 (215) Now if you are a jungler you will have cinderhulk, meaning you get more HP but lost a stat along the way. With this build you will be pretty hard to take down but you are fairly weak. You have some lasting power but this is doubling down on some power items (you are not getting both thornmail and Omen). So on average you will be at about 250 Armor and 150 MR with 1500 HP, changing depending on items. Stoneplate is the big one since it can add a lot of HP, but the support build also uses it and has a neat trick with it (may not be staying so we'll see).

Now let's look at a standard tank with support items item 3193 item 3190 item 3109 item 3075 item 3050 and item 3111 oritem 3047 Zeke's could be swapped for item 3194 or something but I think it's pretty good on tanks So this build gives you; 700 HP (or 1050 with Helm) 185 Armor (245 with Zeke's) without boots - 215 (275 Zeke's) with boots and a potential of 225 (255) or 285 Zeke's (315 Zeke's) 155 MR (130 with Zeke's) without boots - 180 (155 Zeke's) with boots and a potential of 195 (220 with boots) or 170 (195) with Zeke's Considering cinderhulk and other items, as you can see, although you lose some stats, the numbers often end up pretty close. Your average will be about 1000 HP, 200 Armor and 150 MR I'd say. Which isn't much of a drop off from your tank counterpart! You also need to factor in your new found actives as well! Locket Passive gives your team a massive shield, Stoneplate is still on here so you can survive burst. You also have Knight's Vow to reduce the damage on your important carries. And if you grab a zeke's you get some sweet burn for your ad.

This all comes down to a couple of things. Do I think support items are strong? Yes, they are, but they should be since that is what they are designed for. Do I think Tank items are week? Greatly. Although they are meant to be stronger in certain areas, they fall flat when you start looking at both groups. Let's also take into consideration the cost of both builds.

The Tank Build will cost 15000 gold on average

The Support Build will cost 13500 gold on average

The 1500 gold may not seem like a lot but what this means, is on average a tank will reach his full build sooner and keep up with his team and the enemies easier. Every bit of gold counts and right now when you consider the effectiveness of the Support build and the cost of it, Tank builds are lacking quiet a bit!

So moving forward what do we do? Well I think increasing the potential strength of tank items would greatly help. Tanks, although should have periods of strengths, are struggling to make the most out of those periods, and feeling even weaker when not in them. Their build paths are very weak at the moment and giving some extra strength to all tank items would help everyone in general when going for tank. The tank update sapped a lot of HP from these items and the general return was not that much. Tanks need something more, so please give it to them.

For fun I did a little bit of a number look. 250 armor on a crit is about 170ish damage. 200 armor on a crit is about 200ish damage. This is before armor pen. so that means the overall damage you take is only slightly more compared to Tank as a Support Build.

That's just sad....

** TL;DR - Tank items are only slightly stronger than support items, but come at a greater cost and less effectiveness. Please buff these items so Tanks aren't paper. **

54 Comments

Big Lincoln5 votes

tanks statistically not weak except for naut poppy and Galio

bruisers are the ones who suffered most from the tank item rework

Kloqdq4 votes

I think it's also fair to say though that the items don't feel very worth wide when I can build support items with massive value. Really my whole point isn't just tanks themselves, but the items they are being forced to build and the items they want to build. Support items have so much power, and tank items have little power and weaker stats at a HIGHER gold cost.

Big Lincoln4 votes

if you're going to buff tank items (which needs to happen, don't get me wrong) then many tanks will probably need preemptive nerfs. some of them need nerfs regardless of what happens Sejuani

Kloqdq2 votes

I'd say champions like Sej are okay. They will need some touch ups to be made fair. Just small number nerfs but not a whole lot. Periods of tankiness are fine, but right now, that's all tanks are.

Frightning1 votes

The problems with tanks, are similar to the problems with AP. Give either class good items without significantly overhauling the entire roster for the class and you will have broken-ness incarnate. Specifically most AP and many tank designs currently in the game have an unhealthy combination of burst and CC which makes them very anti-fun when they're actually strong. (I remember those days, ever seen an Amumu get an instant quadrakill on a full health enemy team? I have.)

Ralanr1 votes

Doesn't help that all their damage is loaded into their abilities, abilities they use to tank and zone.

Frightning1 votes

Not just loaded into abilities, but those abilities also frontload all that damage, hence they can land their CC ability and then dump everything like a burst mage dropping a disgusting amount of damage onto a (probably) squishy target in a short time frame.

Kloqdq1 votes

I more want to see the stats on the items be buffed. The items are not terrible but the reward you get for buying them is less when compared to stuff like knight's vow, locket and even zeke's to a degree. The amount of Armor, MR (health too but I know Riot would rather have more armor and mr) you get should be up.

Frightning1 votes

That's kinda my point, do that and tanks will be (back) to being broken OP.

Kloqdq1 votes

I don't think they would be OP pre-say. Tanks across the board are having their actual numbers be more tightly controlled then before and most tanks all are being shoe-horned to the "periods of tankiness" idea. Galio's W, Sej's passive, etc. Some are still good over a long duration like Maokai or Naut, but the items they want to buy are doing less than other items for their actual cost. If you want to buff these items, I am not saying double their value with like 500 hP or 30 more armor and mr.

Just a small amount close to like 5-10 more armor and MR. Maybe 100 HP here and there. Just small buffs to raise their value to match their costs.

Frightning1 votes

Small buffs like that will make their lives better (and those of other folks that need to buy tankiness), but it won't solve the deep issue of their problematic designs, or the tendency for damage to dramatically outscale tankiness past midgame (to the point that a full tank build only buys you a few seconds versus a full build dps champ).

Kloqdq1 votes

At the root of things yes, that is a lot of issues that this wouldn't solve. However, I think just giving some quality of life stuff is all we can do at this point. Tankiness is a hard thing to balance and I think right now we are a little on the weak side. I want little love taps to these items so tanks can feel at least a little better about buying them versus the potential value you can net out of support items.

Potential value, against Known value is a topic into itself and that stuff is harder to balance. Right now giving some quality of life is all we can do to at least lessen the problem until Riot can think of a proper solution.

Gone by Night1 votes

Sejuani is trash tier champion...

Damage removed from kit, slow removed from kit. She has 48% win ratio and 1.5% pick ratio. All she has left is her niche R and Q.

Big Lincoln4 votes

http://lolalytics.com/champion/Sejuani/

wanna show me where the 48% winrate is

Gone by Night1 votes

That page has VERY bad and false statistics. Take statistics from sites like OP.GG or LOLKING.NET and compare. Nunu has 48% win ratio according to your page.

For everyone who has even played the reworked Sejuani, they know, that it sucks.

Big Lincoln3 votes

that winrate is sejuani's winrate against nunu. not nunu's winrate in general.

http://lolalytics.com/champion/Nunu/ see

Gone by Night1 votes

Then imbeciles who host that site should consider making it more readable.

ProfDrDeath2 votes

Tell that to SKT, then. Tell them how reworked Sejuani sucks...

...when they were beaten twice by her today.

Gone by Night2 votes

Reworked Sejuani DOES suck when compared to pre-rework.

Spoofghoul1 votes

By what statistics?

Did you check if they build support items or tank items? Which tank items are they building? How often are those items tanks are using built anyway? What impact will that have? How often are tanks picked?

Tanks not being statistically weak doesn't say much about their intended item purchases being weak

They might not be using them, that, or only few players still play tanks

Big Lincoln3 votes

Did you check if they build support items or tank items?

does that matter? Tanks are doing their job; if anything it makes sense they would build support items after the reworks because their solo presence has been diminished heavily. Volibear is only good as a vanguard/support with Locket and Vow, but he's at least playable, so I don't mind.

it'd be more problematic if a champ who was intended to hard carry was instead going support items

by what statistic are they weak? almost every tank right now is hovering around 50% or above it, with the 3 exceptions i listed above + Tahm.

Spoofghoul2 votes

ofc you are right, but the point of thsi thread was about the power of Tank itemization

That's why i asked, tanks might be alright, which is good, but their itemization isn't

Tanks need better stuff

BobaFlautist1 votes

I think his point is that if their winrate is being held up by support items, then buffing non-profit tank items might change their play patterns but not their winrates, and your suggested preemptive nerfs for tanks that are on-track might be overkill.

Pyrofiend1 votes

[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=HYdMR3Gs,comment-id=0004,timestamp=2017-07-13T15:26:01.524+0000)

bruisers are the ones who suffered most from the tank item rework

Oh you mean the best top laners right now in Renekton, Kled, and Jarvan? They're suffering? TIL.

Escheton3 votes

This. And now offence items (both ap and ad) have as much mr or armor as tank items. Which means tanks die faster while fights last longer...

Kloqdq2 votes

Pretty much. It's a massive problem. People were complaining about how hard tanks were to kill, so they fixed that. But they also nerfed the damage they did, so now we have wet noodles that are paper thin. Tank items need massive buffs in their raw stats so we have reason to spend the extra good.

sobi9993 votes

Supports give up on farming and are generally always behind in money. Therefore their items were made cost -efficient. Its to balance support with other counter-parts. I don't think support items are meant to be weaker but rather the opposite. Firstly since we are already behind in money and exp (level) you would think that we will need stronger items to balance us out with the rest of the team. If it was the other way around then nobody would play supports.

Tank items are better but cost more because they get to farm at top lane. It balances out with support items that are more cost-efficient but supports don't earn money as fast. If anything i see tanks abusing support items whereas supports cannot abuse tank items. The point i am getting across is that, because support items are so damn good they benefit other classes as well that play in other lanes i.e. top or jungle. Supports on the other hand have no choice but to go cheap support items.

Kloqdq4 votes

Did you read what I was saying? I am saying that Tank items are not worth the price. They have less overall value compared to the support items.

I am fine with support items. I am not saying we should nerf them. I am saying we need to make Tank Items actually something TANKS WANT.

Look at the straight up math done. What you get from the tank build is far less value.

sobi9992 votes

But did you read what i was saying? I said, support items are cost-efficient to balance supports with their counter-parts. Therefore according to your maths, tank items are better than support items but obviously cost more. Support items are cost-efficient for a top laner or jungler who gets to farm but for a support they are (what tank items are to you). If you were to buff them then tank items would be too strong for a top laner or jungler. Supports still will have to buy their cost-efficient items whereas tanks could go either route. Now i am saying this from a logical point but i do not know the overall state of tanks in the current meta.

ADC's are dominant but thats because so many support items (bought by different classes) help them survive far too long and especially now that supports have an actual role in the team. I would actually advice that something be done to adc as before they were weak to burst but now they are not with so much help from the team.

Kloqdq2 votes

I mean there is a lot of things at play. Support items in some ways are little too strong with the series of help they received. So they are making ADs overly dominate. I don't want to take power from supports because frankly they need it. But over the past couple of months, tanks have been nerfed several times. My argument is, for the extra price we pay, tank items are not worth their weight in gold. Looking at the average, We get 50 more armor and 500 health on average higher. The health is the most notable thing but the armor is meaningless. We are also missing out on the amazing support item actives.

I want to see tank items get like 10+ armor/MR to their stat line-up with some touches to HP as well. It's not that noticeable, like I mentioned with the 50 more armor, BUT, it will be a step towards me actually playing that extra 500+ gold for tank items. It's not a lot but it helps in the long wrong a LOT. If we actual give these tanks some help then supports will remain untouched, ADs will still be strong, but at the very least tanks can have options for dealing with these overly strong threats.

ZT Xperimentor2 votes

Like I said, the tank update was a failure. Making tanks even more frail in general thanks to loosing health across the board.

FireDrizzle2 votes

They succeeded, the aim was to buff adcs obviously.

ZT Xperimentor2 votes

I'm sadly well aware of that.

Kloqdq2 votes

If they just buffed the raw stats some more then it would really help them out. I rather not become the secondary support for adcs ;-;

ZT Xperimentor2 votes

I know right? Along with gimping their ability to farm, making them struggle even more top lane and jungle against any aggressive opponent.

Kloqdq3 votes

It's so annoying. It's all because people complained and they just want really far. The fact that Zac was buffed when he was already strong didn't help. Maokai and Sej both came out strong. So they just nerfed everything in a hurry because people didn't play around with things.

ZT Xperimentor2 votes

"So they just nerfed everything in a hurry because people didn't play around with things." An unfortunately all to common trend of philosophy riot has adopted.

Kloqdq2 votes

It really is. Sometimes you need to take it slow, which is annoying when you think about how Riot does do that (Like with Lee, Fiora, etc.) but on some things it's just this fucking mess.

ZT Xperimentor1 votes

Unfortunately the mobility creep and damage creep have crippled most strategies that don't take it fast.

Kloqdq1 votes

Very true :/

TálØnly2 votes

Tanks are strong

Kloqdq2 votes

Read the post. You'll actually see what I am talking about.

ForFoxSakes2 votes

Youre missing the fact that support tank slots will be taken up by the support item item 3401 and item 2045 or item 2303 so your tank support stats are already out the window

Top lane supports also do more damage than support tanks who are nearly pure utility. Laner tank items cost more because often they provide some damage increase as well whether through the item or ability scaling with the purely defensive stats

Kloqdq3 votes

I mean I am talking about Tank-Tanks. Maokai, Naut, Sej, Cho, Sion, etc etc. They don't need to buy those item (well maybe but they shouldn't).

But yeah Tank support items shouldn't be nerfed. It's like balancing Black Cleaver around Lucian. It's dumb and doesn't solve the actual problem and just hurts other things.

Kloqdq2 votes

To help people understand. I am talking **TANK ITEMS ** vs SUPPORT ITEMS.

Right now think of it like this.

You are offered a Burger and Fries for 7 bucks. Pretty fair deal.

Then you are offered 2 chicken sandwiches, fries and a drink for the 6 bucks. Now that deal is amazing!

You can only have one of them however.

So you are likely to pick the second option because the value is higher! So to make make the first option worth the price and equal the value, we need to add to it. In our case, we need to buff the tank items to bring them up to par to the support items and make them a better value for those who want them. Whether you think tanks are op or something doesn't matter. What matters is tanks are having to get the support items, because their own items are not worth it. AS I PROVED ABOVE.

Please read the post.

Penns1 votes

2 strongest junglers in the game recently are

Nunu Zac lel

Kloqdq3 votes

Nunu is an odd ball but he works best with the support items since he is a support. Zac is good because of long range engage and super forgiving CC.

My point is to help other tanks and give them better items, because like my main point here is, support items are just generally better than straight tank items. The numbers are just pathetic when you consider what you are getting for more gold.

Penns1 votes

Well support items are broken tho, so..

Kloqdq1 votes

I think they are overtuned a little, but they are at the right power for Support. And since they are giving more value tank Tank items, we are building the support items.

Instead of nerfing Support items and making tank supports worse, which we do not want to do, we should buff tank items and give tank players more of a reason to invest gold in them.

Gone by Night1 votes

Nunu is good because he can rather safely counter-jungle and has permanent slow/attack speed slow on his snowball. Zac has long range hard CC engage.

Oh Nunu has that Q passive, where he gains more health.

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