How I want tank items to change:

Dingding123··1 votes·792 views

FH: 120 armor up from 100, 2850 cost up from 2450. Thornmail: 120 armor up from 100, 2500 cost up from 2100. Warmog's: 1000 health up from 800, 3000 cost up from 2500. Spirit Visage: 500 health up from 400, 3000 cost up from 2750. Randuin's: 80 armor up from 70, 3000 cost up from 2850. Sunfire Cape: 50 armor up from 45, 500 health up from 450, 2800 cost up from 2600. Locket of the Iron Solari: 500 health up from 400, 3000 cost up from 2800. Ohmwrecker: 60 armor up from 50, 2800 cost up from 2600. Ninja Tabi: 30 armor up from 25, 1100 cost up from 1000.

detailed explanation: WE NEED SOME MORE FRICKIN' STATS ON LATEGAME TANKS. AGREE WITH ME OR YOU'RE CONTENT WITH BUYING 3 ARMOR ITEMS EVERY GAME. Also you literally can't (even) get enough armor against comps with a Zed mid.

14 Comments

riftsnip3r2 votes

I'm fine how it is

Dingding1231 votes

okay

DisasterSola1 votes

Uhm... I dont agree with the price hikes. I DO, however, think that armor should be raised to 65 for 2500g range items, and 100 for 3000g range items.

Deep Terror Nami1 votes

Instead of increasing all the prices which results only in no benefit until full build and less frequent increases to armor, why not add an item (or add on to an existing one) that gives bonus % armor? Boom, tanks have access to more armor and aren't penalized for not being full build.

DisasterSola1 votes

[{quoted}](name=Valkyrie Witch,realm=NA,application-id=3ErqAdtq,discussion-id=KBiL0EBR,comment-id=0002,timestamp=2015-02-04T15:12:52.997+0000)

Instead of increasing all the prices which results only in no benefit until full build, why not add an item (or add on to an existing one) that gives bonus % armor? Boom, tanks have access to more armor and aren't penalized for not being full build.

% total resistence increase and %max health increase?

Dingding1231 votes

good sir I correct you: price increase leaves more room for non-tank items once a core is finished it also leaves builds more room for wards completing a bunch of cheap tank items fast doesn't leave much room for them. From a lot of experience it's really dumb how fast I get into "I can't frickin' fit a ward into my item slot" mode.

Deep Terror Nami1 votes

I didn't contest that you don't get more armor with...higher armor items.

I said them being more expensive pushes back when you get it, and one percentage bonus will increase the benefit of the rest without making them more expensive and pushing back when you get it at all. When I said "full build" maybe I should have been more clear and said "core build"; as the purpose is to not change how many items you have to get for the same benefit.

Having 1 of your already core items have armor % bonus means you get your core armor items the same times you do now, but when you pick up the % (something that was already a core item) the value of the rest go up and you never had to pay more AND wait longer.

DarthSpectrum1 votes

Although I do agree that tank items should be made better to be on par with their damage counterparts, Riot has already proved that a flat increase of stats isn't the answer.

The issue with buffing tank items this way is that brusiers and non-tanks benefits far more from it than actual tanks. Since DPS is a mult-degree relationship between AS, AD, Crit, etc. and health plus resistance (ie. armor), a brusier would enjoy a far larger increase in his/her power rather than a tank.

Ultimately, linear stat increases still can't compete with %pen or crit (which both offers a exponential boost to damage). What tanks need are low base stat items that comes with % increase in armor, health and MR. It will reward them for actually building these stats, and tanks will be able to compete with the exponential scaling of ADCs.

Of course, the problem with this concept is that tanks, especially those with built in survivablity already, will probably inevitably be unkillable late game, which will warrant a nerf in the future.

DisasterSola1 votes

{quoted}

Although I do agree that tank items should be made better to be on par with their damage counterparts, Riot has already proved that a flat increase of stats isn't the answer.

The issue with buffing tank items this way is that brusiers and non-tanks benefits far more from it than actual tanks. Since DPS is a mult-degree relationship between AS, AD, Crit, etc. and health plus resistance (ie. armor), a brusier would enjoy a far larger increase in his/her power rather than a tank.

Ultimately, linear stat increases still can't compete with %pen or crit (which both offers a exponential boost to damage). What tanks need are low base stat items that comes with % increase in armor, health and MR. It will reward them for actually building these stats, and tanks will be able to compete with the exponential scaling of ADCs.

Of course, the problem with this concept is that tanks, especially those with built in survivablity already, will probably inevitably be unkillable late game, which will warrant a nerf in the future.

Why not add 30% increased armor to sunfire cape? And 30% increased magic resistence to banshees veil?

And add 15% increased MR/Armor to the point runner items.

Dingding1231 votes

Where has Riot proved that stat increases for tank items is not the answer?

DisasterSola2 votes

{quoted}

Where has Riot proved that stat increases for tank items is not the answer?

... bruisers. just think about why tanks are useless compared to bruisers.

Dingding1231 votes

I think they're just as good

you tell me

DisasterSola1 votes

{quoted}

I think they're just as good

you tell me

Tanks do no damage. Bruisers have tank AND damage.

Bruisers are also toxic, meaning that any linear stat increase to tank items WILL greatly buff bruisers.

DarthSpectrum1 votes

{quoted}

Where has Riot proved that stat increases for tank items is not the answer?

Someone else has given the answer:

{quoted}

Tanks do no damage. Bruisers have tank AND damage.

Bruisers are also toxic, meaning that any linear stat increase to tank items WILL greatly buff bruisers.

This pretty much sums it up. In case you have forgotten why tank items are so weak in the first place, it is because, as I've mentioned before, tank items are far more effective on EVERYONE else but the tank.

The most straight forward solution to this problem is to just give % non linear increases on tank items.

More from Gameplay

More by Dingding123