Tanks Are So Weak Early And Late Game
Why are tanks being melted with 6 tank items? Why are tanks so weak early? Why do
turn my 300 armor into 130 armor? Why should I build armor if these items exist and I will just get melted late game?
Why are tanks being melted with 6 tank items? Why are tanks so weak early? Why do
turn my 300 armor into 130 armor? Why should I build armor if these items exist and I will just get melted late game?
The unique passives on
and
do not stack, also the passive from
shreds your armor it doesn't ignore it, so 300 armor would be reduced by
to 210, the
item passive only applies to bonus armor, if you're a tank your base armor should be pretty high late game so assuming you have 100 base your effective armor will still be 160. If you are still getting melted as a tank with 160 armor then you need to buy more health to make better use of that armor, either that or you aren't accounting for magic damage on the enemy team. Either way tanks are not that weak, if you farm well enough that you get your items around the same time as everyone else then there's no issue.
Melted. That word...I do not think it means what you think it means.
Tanks with 6 tank items get melted because damage scales harder; it's always been that way.
Because % penetration is too strong; it's always been that way.
Because the difference between 0 and ~130 is absolutely massive. at 130 armor, you have a ~57% damage reduction, which more than doubles your Effective HP vs physical damage.
Personally I think they should look into redesigning items, from the ground up to reduce individual snowballing a bit and make damage vs defensive items more comparable in terms of value at all stages of the game, as well as weakening the impact of items overall to put more emphasis on champion kits and base stats.
(Ex: Make all HP and flat damage items based on a % of base hp/AD, so they aren't so much more powerful early in the game than other types of items; change the armor/MR formula and apply a cap to armor/MR so that armor/MR items aren't either too strong/weak, remove/reduce % pen, and reduce item raw numbers so they can be more appropriately balanced throughout the entire game, rather than being heavily favorable to one type of stat or another depending on the point in the game).