Issues with tank itemization (no im not promoting tank meta)
Ok before i start cuz I JUST KNOW i'm gonna get some comments by people... I'm not saying we need to buff tanks and make tank meta lol. Anyways I'll give the short version first for people who will want the TLDR. Both theorycrafting and practice show me that there are some serious issues with current tank itemizing, which can be summarized by looking at the following items,
and
. The main issue is that because thornmail works off of a flat dmg system as well as a percent now (and yes ik the flat dmg scales off your armor) it means that people with high attack speed take more damage from thornmail (in terms of the flat dmg) this especially applies to champs like
or
who might build ap but have high attack speeds, making thornmail a useful buy against them... except that building items like randuins and frozen heart slow their attack speed considerably and so cause them to take less dmg (it means less auto attacks from them inbetween their ability casts which are not going to be affected by thornmail) we see the same issue with MOST adcs, for example, if you look at
, it means less attacks between his spinning axe attacks (during the time it takes him to catch them) which means that he will actually take less dmg during a certain time period due to the slowed attack speed, as thornmail will be procced less often.
at this point its important to note that I am comparing items like randuins and frozen heart with themselves if they did not have the attack speed slow but were otherwise identical
I'm not saying the attack speed slow isnt useful, its pretty useful overall for bruisers and supports trying to protect their adcs, but the issue is that certain pure tanks like
and occasionally tank
get totally screwed over by this. I dont feel justified for example, building
on
for example, due to his E, which is honestly absurd considering he should be one of the FIRST champs to build it on due to his armor stacking, but whenever I use his e i effectively hamstring my own
damage, greatly lowering the effectiveness, it basically forces me to build
or
(or even both lel) for the synergy and abandon my
.
In the case of
,
is a MUST BUY, but building either
or
against pretty much anyone who isnt
, actually cripples your overall damage output, since it hugely lowers your ability to damage people with your E W combo (his shield which does flat dmg back on enemies shooting him and his taunt) as well as his
as building tanky does not increase the time during which the taunt lastes, which effectively forces you to build less effective tank armor items like
and
(i say less effective because they are less tanky not because they are worse items) basically putting a chokehold on your armor item choices.
If we look at
, it might at first not seem relevant, but his ult has a key feature which works VERY poorly with attack speed items, namely the dmg from his ult increases per hit on him during it... which while capped is often used on apcs or people with low attack speed and so may (especially in low lvl play where ppl (like me :P) suck at ulting more than 2 people) not reach that cap. An item like
will actually lower the damage of his ult then, with no upside aside from survivability.
There are more tanks/bruisers that suffer issues with attack speed slow itemization such as
(flat dmg reduction passive on e)
(less damage on his e active)
(his whole W makes pretty much any attack speed slow or
feel underpar moneywise) and im sure some others I have forgotten, but i will spare you the long paragraphs of description as I go more indepth into how current tank itemization works in my eyes.
There are 3 main types of tank item currently in my opinion, Attractants, Deterrents, and Neutrals. To give an example of each, an attractant is
, a Deterrent is
, and a neutral is
. Attractants make the enemy team want to attack you, as they render either a negative effect on the enemy team or a positive effect on your allies typically while you live, kinda like how sometimes you have to focus the
even though shes a support because she just helps the enemy team so much they win team fights xD. A Deterrent is an item that makes the enemy team NOT want to attack you, like
or
, depending on the item it can be more or less effective, these items typically are the items you build when you are getting focused or on tanks with taunts (like
if it werent for the above stuff) notice that while
is an attractant,
is a deterrent (which is why we have two items that do very similar things!) neutrals are things that are just kinda weird lol they typically augment the dmg of the tank and provide the tank some kinda utility (like
or
) all of these items combine with champions to create different effects of course
Anyways i feel like
and
should be repurposed somewhat to keep their respective positions but be able to better work with different champions and particularly with
, as even your ally building a
will actually lower your
dmg output!
I have a few possible suggestions and i would be curios if anyone else had any suggestions in response.
I'll post my suggestions below so they can be evaluated irrespective of the main post