Is it me or LoL has became was too bursty

Milan3z3··83 votes·18,513 views

I played a lot of LoL in 2014 to 2015 and the game felt with one word - balanced. There were some bursty builds, but it was stacking burst that you expected and that the ads/ ap heroes buit through the game.

Today I reinstalled as I was in a mood for some MOBA time and unistallled literally after 3 games - my Morgana E was like joke, it stopped Lux disable and Leona Q as intended, but it felt just useless, since either my adc or theirs just jumped and 3 shotted me or Leona like butter o.0 And it was on lower levels even...

The other 2 games were like that also, but not even worth mentioning as it was the same - you get insta bursted or your team insta bursts, support skill feels jusst like a net, not an actual useful tool...

It's either me getting old (31 RN) or the game is completely different. Can someone that played through S2 to now enlight me please what happened to LoL as it feels like HoTS overtuned new hero in every game :)

70 Comments

Sire Hippington38 votes

Tons of damage creep(both through nerfs to tankiness and increase in damage overall), and lots of new overloaded kits. So yea, it's not you getting old, it really is burst or get bursted, they basically enabled instagib mode...

Love Dramatic4 votes

[{quoted}](name=Sire Hippington,realm=EUW,application-id=3ErqAdtq,discussion-id=L9X3qmBg,comment-id=0001,timestamp=2019-12-20T16:29:03.720+0000)

Tons of damage creep(both through nerfs to tankiness and increase in damage overall), and lots of new overloaded kits. So yea, it's not you getting old, it really is burst or get bursted, they basically enabled instagib mode...

Riot has even been buffing the damage tanks do as well which is kind of odd tbh

Sire Hippington9 votes

Yea, the worst thing is the way in which they did it: Just add %hp damage to every tank. In S2, the only tank with % hp damage was Amumu and later on Zac Now we have Amumu Chogath Galio Gragas Ornn Poppy Sejuani Shen Maokai Volibear Zac

The amount of anti tank mechanics in champion kits right now is absurd, and then you wonder why building tanky doesn't seem to achive anything...haveing specific tank busting skills used to be the unique selling point, now it's just another extra thrown onto an already loaded kit...

WoonStruck2 votes

Not only that, but in combination people are building squishier to deal more damage, thus end up even squishier, further enforcing this vicious circle of damage we have.

Ashe mage AD34 votes

Yeah, we kept b!tching about dmg being too high, what did they do? Nerfed ignite once in like 4 years, that was pathetic even as lip service.

only luciano14 votes

Nice try bro, in return they lowered the cool down of it.

Anu3isII12 votes

To be fair, they buffed it because it didn't see any use in Pro Play (partially because of Teleport).

And it's not like Ignite is the only cause of this issue. Keystones, new overloaded Champions/Reworks, continuous Buffs to Damage and Nerfs to Tankiness resulted in the current state of the game.

Dameshi1 votes

[{quoted}](name=Ashe mage AD,realm=EUW,application-id=3ErqAdtq,discussion-id=L9X3qmBg,comment-id=0000,timestamp=2019-12-20T14:15:56.645+0000)

Yeah, we kept b!tching about dmg being too high, what did they do? Nerfed ignite once in like 4 years, that was pathetic even as lip service.

Don't forget they buffed ignite back up last season because "It's not keeping up with exhaust."

Jaguar Påw24 votes

I have been playing on and off since season 2 across multiple accounts (Not because I was ever banned). The game feels terrible right now, damage is insane (this is coming from an assassin player), team fights and "duels" are just a messy dogpile, champion design is trite and overloaded, I can go on but you get the point. I am a little older now too (we all are) but that's not the difference, the game just takes less skill, is less fun more stressful, and is less balanced in general.

All game design flaws aside, the matchmaking is the worst it's ever been. Especially since the introduction of skill-based positional rating (which btw was not removed when they removed individual positional queue ratings in season 9). So basically once an account has played 50 or so games in any given season it's MMR essentially becomes set in stone for the rest of time, even after the "soft reset" every season. Obviously that is a huge flaw and creates a fake, padded ranked ladder.

They want you to grind on your main (100's of games to fix MMR) or create a new account and reinvest $$ on champions and rune pages (coincidence, I think not). For instance the older account might take 500 games to get X rank whereas the fresh newly 30 account takes 50 games to get X rank, same player both accounts. (Have tested this many times personally and know countless pros attest to this, hence why they are constantly making new "bronze to challenger" accounts). Basically the state of the game is a fiasco and I am at this point with you, just got to quit playing until they fix some of these problems or another MOBA sweeps in and crushes these money mongrels at Riot.

Skullthorn22 votes

I blame the rune rework for two reasons:

  1. Many of them are simply better than earlier versions. For example, Electrocute has higher base damage earlier and AP/AD ratios than Thunderlord's decree. Coup de Grace is 2.5 times better than the season 7 equivalent 'merciless'.

  2. Offensive stat creep and defensive stat decline. We lost flat and scaling mr runes. Even if you take into account the common magic pen marks, there's still a 4 mr defecit. Mages lost armour seals, and non-mages lost scaling HP seals. At the same time, most carries gained more AD/AP through runes than they had before. For example, many AD champions were given compensatory AD, but still have access to AD stat runes.

Tomoe Gozen1 votes

We lost flat and scaling mr runes.

You do know that Riot actually rebalanced every champion, as the decision to remove flat def bonuses from runes was intentional?

Skullthorn1 votes

[{quoted}](name=Tomoe Gozen,realm=EUNE,application-id=3ErqAdtq,discussion-id=L9X3qmBg,comment-id=00080000,timestamp=2019-12-21T15:37:11.242+0000)

You do know that Riot actually rebalanced every champion, as the decision to remove flat def bonuses from runes was intentional?

It doesn't matter whether it was intentional, my point is that their game changes lead to an increase in damage. The compensatory stat buffs didn't give anyone MR, and even if you account for magic pen marks, there was still a net loss in effective MR.

Meanwhile Sorcery and Domination traits (with sorc, dom or or insp secondary) gave 20 AP to mages, more than the AP provided by the omnipresent AP quints (15 AP). Hell, AD champions were given base AD around that provided by AD marks, and then had the extra AD from traits on top of that.

JRobin311 votes

{quoted}

I blame the rune rework for two reasons:

  1. Many of them are simply better than earlier versions. For example, Electrocute has higher base damage earlier and AP/AD ratios than Thunderlord's decree. Coup de Grace is 2.5 times better than the season 7 equivalent 'merciless'.

  2. Offensive stat creep and defensive stat decline. We lost flat and scaling mr runes. Even if you take into account the common magic pen marks, there's still a 4 mr defecit. Mages lost armour seals, and non-mages lost scaling HP seals. At the same time, most carries gained more AD/AP through runes than they had before. For example, many AD champions were given compensatory AD, but still have access to AD stat runes.

The Rune Rework also contributes to a static META because it limits the ability of players to adapt to form new META.

I would suggest getting rid of paths altogether and consolidating runes to make each rune more unique instead of having to create similar but slightly different runes in each path (or even the same path) that do very close to the same thing. Then expand the Offense, Flex, Defense portion with more simple, custom stat options.

Having fewer of these crazy paragraph-long description runes will also help to justify not only their complexity, but their over-powered game impact. Bringing back more of the simple stat customization will return power to the players to innovate and customize their champions - the purpose of runes.

Pierce The Veal13 votes

Whatever do you mean? ignites, procs electrocute, procs scorch, procs cheap shot, procs duskblade, procs infernal dragon soul, procs elder dragon soul LC$ Big Play$

Optional: trade out duskblade for triforce, statikk shiv/stormrazor, protobelt, ludens, gunblade, or hextech glp.

3TWarrior2 votes

procs 25% 1600 damage infinity edge only item auto attack on Aphelios!

haven't had anyone check my math on that post yet, but basically, his chakrams and ult have the potential for rather insane damage with only that item

Pierce The Veal3 votes

My point was that just the flat damage sources outside your actual champion are absurd. If you stack multiple of them it can easily kill a champ before you even begin to use skill.

I’m an ex assassin main who quit playing assassins cause of the duskblade electrocute meta. Most of the assassins became glorified abusers of this and it’s just not fun to play as. I don’t feel like I’m actually playing my champion but like I’m actually just continuously abusing gimmicks.

Sure, aphelios is overtuned, and definitely needs looking over, but the fact that any champion can pick up enough items/runes/summoners such that they can kill a squishy with them without using any skills (for the most part) is kind of absurd.

3TWarrior1 votes

Resource management used to be a thing as well, but when you watch videos of people just wasting abilities to clear waves because there's not much else they can do...it's like, why?

I'd make a reference about mages in mid against assassins, but the game has changed so much that I can not tell what's wrong or not

sometimes the damage seems fair, fine and decent. Then in another instance you see someone without a lead 100 - 0 someone in an instant. as I wanted to put it "I used to fear assassins getting their kill threshhold, not fear assassins being in the lane at all because you have to zone them completely or watch them stomp your team into the dirt"

Pierce The Veal2 votes

Let’s be fair here. The real scary thing about assassins is them roaming and killing botlane. If you’re a decent ranged mage you can just meme clear the wave and drop them to half health before they can even do anything.

I do miss the game of old. Watching for a kill threshold as an assassin or holding abilities for the right timing was great. I, an ex assassin then ex bruiser main, switched to the role I was not huge fan of, mages. You know why? Items are cheap, I can still 100-0 people from a mile away, I have teamfight impact, and all I have to do is 0 risk waveclear from a mile away. And then, of course, I got bored of this and quit again because I can’t imagine playing more than 100 games of ranked in a season with the same 1-2 mages. It’s a grind (for no good reason other than to keep people playing). And every game it’s the same thing, stand back, instagib a few people after farming up, help jgl with dragon or if I’m feeling cool steal dragon, wait another 10 minutes (or more if something dumb is happening) so that we can push and take some turrets, or in the off games wait for the stupidly fed enemy team to finally decide to take our turrets and end. Rinse, repeat, for however many games it takes to rank up.

With a 100% winrate it would take me 36 games to get from where I am in silver 2 to plat. With my current 70% winrate (in solo, if you op.gg me exclude the flex and 3v3 where I basically goofed around) it would take 2.5 times as long assuming my mmr doesn’t fall behind. That’s 90 games of playing vel’koz, clearing minions, using valuable brainpower to farm and stay safe, and with the rough average of 30 minutes a game, that’s 45 hours of gameplay. Seeing as I would usually play 2 games a day, and champ select+queue at least take 15 minutes, that’s actually probably about 70 hours of time spent, of which probably less than 10 percent is some of the somewhat fun part? It’s so ridiculous. And I haven’t even factored in needing to dodge or having other people dodge. If I factored everything it would probably take me upwards of 100 hours assuming I maintain a really good winrate despite facing better players, and plat isn’t even “good” elo.

100 hours to play 30-40 hours of derping around, farming, gimmickily instagibbing eachother, with maaaaybe 5 hours of fun? Fuck that.

Nørth11 votes

Hello there, I'm one of those veterans that started playing in Season 1 and still tries to play this joke of a game. My only break was during the late season 7, whole season 8 and the second half of season 9 (season 7 was too adc focused and Rengar rework happened; season 8 and 9 because I started using Linux and you know, League is not really native here).

And it's not you getting old, mind you. It's been going through changes for the sake of change since preseason 4, where it all started going downhill. Remember when buying wards and actually placing them properly was a gameplay mechanic? Yeah, now you get a free trinket, vision control is no longer a skill. Remember when skirmishes and teamfights would actually take some time, unless you were an adc who happened to not be peeled of an assassin? Yeah, now everyone is an assassin, even a tank can be one, as building defense is not worth it - damage outscales it anyways. Remember when champion kits were pretty simple and fun, while also leaving some room for outplay? Yeah, it's no longer there - now your champion needs to have an essay-level long passive, million dashes, additional passives on skills and of course be flashy, preferably female, so it can sell more skins.

Honestly, if not for the fact that this game is pretty addictive and has no actual equivalent, I'd quit. Most of my friends did, while the ones that stayed mostly rage and play poorly, because they couldn't be bothered to try hard in an unfair environment.

I feel like they forgot what League was along the way, now making it just a flashy show for LCS and eastern market.

Ward Baron7 votes

The games full on damage meta. No thinking, no need for keeping track of any buffs. Games literally, no trades COD death match. Garbage gameplay, removing things like ZZ Rot further shows they want no strata but bust damage. There is not trading and little outplaying most bust.

steven45474667 votes

Yeah, the damage right now is waaaaay too high. There's way too many dashes, every new champ kit is overloaded (aphelios for example).

freeformline6 votes

It's been like that since Preseason 6 when they started really fiddling with the runes and masteries system. Coincidentally, that's when I stopped playing on a regular basis.

l MrD l6 votes

its been like this for years .... I just want a tank meta where we strategise like a nomrla MOBA rather than go play a lets get so many kills assasin game ..... just keyboard spamming everywhere

VonCesaw5 votes

It's more of a problem of the balance team can't handle both high and low level play

If you make anything bulky have damage, you get unkillable juggernauts that can kill the carries (thus making lategame power fantasy impossible) GarenJarvanIVDrMundoDariusIllaoiNasusAatroxRenekton

If it has too much utility and bulk, your assassins don't get to have free one-shots on your carries, so they can't be TOO useful with their utility, nor TOO unkillable with their bulk AlistarBraumZacTahmKench(I miss when you were good, freggo)TaricSionShenOrnn(Wow, they really didn't like you there, did they Ornn)

If it does damage and is bulky, why not reduce bulk to CRANK UP THAT DAMAGE Amumu (Magic damage to true damage procced by autoing on a tank???) Malphite (Q scales 60%, Ult scales 80%. You think people aren't gonna just throw Luden, Rabs, and Zhonya on this thing?) Singed (Let's remove the health passive so that he can build more AP. That's why we increased his scalings after all) Chogath (lol it gets free health from it's ult, so lets make it's ult scale off of health) GragasGalio (Remember when I used to be a tank?) Swain(Does so much damage people brought him to the bot lane. Used to build 5 ROAs)

You know who IS forced into usefulness? "High skill ceiling" champions, dumb mechanic champs, or Augusts kids

"High skill ceiling" AKA "is well known for being the champs of the most toxic players in the whole game" AKA "Bronzord, the promos slayer" VayneLeeSinYasuoThreshRivenZed

(JINXYLORD CREW) AKA 3-5 passives 3-4 on hit % max health damage/movespeed boost Vi(Not bad on her own, but for Pete's sake he just remade her like 5 times Jinx(Never not viable) Ekko(Was a tank, but had too much utility to be bulky, so they forcibly gutted the playstyle to be ONLY an assassin) Jhin(The reload mechanic is cool and all, but why does it need to convert crit AND attack speed to AD? And why do you need free crits? ESPECIALLY ON YOUR ULT? It already does % missing health scaling damage! And why do your traps scale off of AD (120%) when nobody else's do? You're not broken, but damn if you aren't one of the least fun champions to play against) KayleSennaMorgana(HAHAHAHAHA)

Dumb Mechanics Kaisa(Mixed damage high mobility burst/sustain damage ADC/assassin/mage, has abilities that take more than a couple minutes to explain for no discernible reason) Talon(JUMPS OVER WALLS????) Ahri(Mobility, sustain, one of the strongest CC's in the game, and true damage all on a mage/assassin) Aphelios(Unneeded to explain. Isn't there a better way to cater to the Korean market than something so blatant?) Fizz(Only champ other than Kassadin to be permanently ghosted. Takes REDUCED DAMAGE SCALING ON AP, up to 50%) Pyke(We didn't have enough assassins in the game, so here's one that is built to kill, and not get flamed for it) Mordekaiser(Who needs assassins when I can remove one of their teammates from the fight?)

FOR THE RECORD, DUMB MECHANICS THAT ARE KIND OF FUN Sylas Pain in the ass to fight solo, but that ult is fun to use, and it's funny to watch them try to/actually use it Yuumi Makes 1 champ into a champ and a half TrundleAnivia I SUMMON LABYRINTH WALL

3TWarrior2 votes

to be fair, they did nothing to morgana but spike her numbers into the roof and then the reason they chose to nerf her was because of numbers from two different lanes used within the same context "oh, her win rate and ban rate are both high!" when her win rate was high in mid with low pick rate and average win rate in bottom lane, but absurd ban rate in bottom lane due to her countering pyke and several other popular champs (might be the actual reason she got nerfed there other than getting her numbers spiked)

Rax Reformed3 votes

It has been a big problem for a while now. A single mistake will cost you your life now. You won't even get a chance to go back to base and fall behind in cs. You just die. If the mistake was bad enough, it'll just lose you the game. Some people find that fun, I personally don't. Dancing on broken glass for 30 minutes, waiting for someone on the enemy team to screw up worse than someone on your team, loses it's luster after a while.

Games are either won in the laning phase and end with one team FFing at 15-20, or you're in for a 40 minute stalemate of neither team engaging on each other because they're too scared of getting blown up and throwing the game.

Nørth2 votes

Games are either won in the laning phase and end with one team FFing at 15-20, or you're in for a 40 minute stalemate of neither team engaging on each other because they're too scared of getting blown up and throwing the game.

There are even times when games are decided in the champ select based on what your team and what the enemy picked - if you like playing an off-meta champ that does not provide Riot money with skins, then you're out of your luck if enemy finds being artificially powerful 'fun'. I feel like their drive to make the games shorter should go even further - find an algorithm that calculates which team will win, so you don't have to waste time getting stomped.

MalignMetal3 votes

Seasons 5-9 have entered the chat.

Yunocchi3 votes

I feel the same way since I restarted playing the game. Before in 2012-2013 when I played the most, tanks used to ... well tank damage. Today I see a tank either go full damage, or becoming a sacrifice to distract the enemy adc for three seconds. And now with the new jungle that is very "hit or miss", I don't play that role, but it certainly doesn't look fun to me.

I remember reading in the past someone saying that RIOT works through a logic based on "Damage is fun, so more damage means more fun". I don't know if it's true, but ... I can see their point. I hope in the future it will change again, and that tanks will be able to ... tank.

Rαy3 votes

For two fucking years now, yes.

blacknerdtaku3 votes

member when games were 1 hour long? I miss those days. I don't mind expediated games, but those should really be their own game mode

Keiaga2 votes

build any sort of defensive items

Pandemic Punch11 votes

You clearly dont play tanks. I got a homework assignment for you. Play nothing but Sion and maokai In your next 50 games. Tell us all how it goes.

Not only will you suffer in lane from not being able to tank anything, but you will only feel "tanky" for about 5 minutes in the mid-late game if you somehow manage to accrue a lead. Tanks are trash early game, early mid, and late game. You are at the complete mercy of your team in most match ups.

Keiaga1 votes

lmao.

out of every tank in the game, why single out those two? Your main job as a tank is to not die. If you're picking a tank that focuses on CC then you have no significant form of damage. Do you expect to NOT be dependant on your team with full-tank maokai?

Nørth9 votes

Your main job as a tank is to not die.

Someone put the "you had one job" meme here. Tell me how am I supposed to fulfill my one and only job of not dying, when everybody and their mother have insanely high damage, mobility to run away/kite/chase, % health damage and overall stronger items? I don't mind not doing damage as a tank, that's not my job, but when I can't even do my job of being tanky, actually TANKY, then what am I to do? Stand there for two seconds until I melt?

Keiaga1 votes

Everyone likes quoting high damage and high mobility and only lasting 2 seconds in a fight, but that's nott necessarily wrong.

Do you know what you accomplish after getting bursted down in 2 seconds? You lasted about 1.9 seconds longer than a squishy carry on your team, and took up the initial burst, leaving the enemy team with less skills to fight back against your team which should now be fighting them if you initiated correctly.

Nørth8 votes

Everyone likes quoting high damage and high mobility and only lasting 2 seconds in a fight, but that's nott necessarily wrong.

It is necessarily wrong, what point is in playing a tank if you're as squishy as other targets? The main trade-off with tanks is that they don't do damage for the sake of their tankiness, but with only 2 seconds of survival, you not only don't do damage, you don't even tank. You just soak up some burst and that's it.

Do you know what you accomplish after getting bursted down in 2 seconds? You lasted about 1.9 seconds longer than a squishy carry on your team, and took up the initial burst, leaving the enemy team with less skills to fight back against your team which should now be fighting them if you initiated correctly.

I'd agree with you on that if only cooldown reduction wasn't on every single goddamn core build item. Back in season 2 and 3 you actually had to itemize for cooldown reduction in order to use your spells more often. Now they made it an obligatory stat for everyone, so it's easier to spam your spells, take less punishment for blowing them pointlessly and so that pros can make more flashy plays for people to watch during the LCS. And that's only if you actually get someone's cooldowns, because you know, Marksmen actually deal a metric shitton of damage just with their autos, along with maybe Lethal Tempo or Press the Attack, critical strikes, energized attacks, % health damage, magic damage on hit effects, etc. So all in all, you don't actually achieve anything by staying alive for 2 seconds, it's just that people do not want to agree on the fact that the game is becoming too fast, too bursty, too unfun for whatever reason.

Keiaga1 votes

{quoted}

but with only 2 seconds of survival, you not only don't do damage, you don't even tank. You just soak up some burst and that's it.

Soaking up burst is tanking.

{quoted}

if only cooldown reduction wasn't on every single goddamn core build item Marksmen actually deal a metric shitton of damage just with their autos,

Having maxed out CDR still makes you slower than someone who hasn't used their skills yet. Marksmen shouldn't be able to kill your faster than a damage dealer on your team should be able to kill them. If they're actually doing that much damage, you should initiate on them specifically. If you're a tank with damage like Darius, you'll kill them faster than they can kill you. If you're a tank with CC like Leona, they'll die before your CC chain wears off.

Just learn how to play them. 5 of the top 10 best performing support champs are tanks. 7 of the top 10 top laners are tanks.

Nørth5 votes

Soaking up burst is tanking.

Soaking up burst AND the damage that follows, keeping aggro on yourself and peeling while also distracting the enemy is tanking, not just being a sponge for 2 seconds.

Having maxed out CDR still makes you slower than someone who hasn't used their skills yet.

Sure, if you blow an ultimate, then it matters, but most of the skills with 40-45% cdr are up quite often, even during one fight.

Marksmen shouldn't be able to kill your faster than a damage dealer on your team should be able to kill them. If they're actually doing that much damage, you should initiate on them specifically.

Let me remind you that every single thing in this game is now an assassin and deals a metric shit ton of damage, so making it past their frontline requires you to either be an indestructible tank or them to have no frontline whatsoever. And it's pretty easy for marksmen to kill you that fast - Xayah just throws her feathers while being untargetable and then grabs them back; Kai'sa just uses everything in her kit to burst your whole team down, etc.

If you're a tank with damage like Darius, you'll kill them faster than they can kill you. If you're a tank with CC like Leona, they'll die before your CC chain wears off.

Darius is a juggernaut, not a tank and he also falls off heavily late-mid to late game. Leona may be a tank, but she is a support, so her possibilities are lower because of the income. Also she is tied botlane, which in itself is not fun.

Just learn how to play them. 5 of the top 10 best performing support champs are tanks. 7 of the top 10 top laners are tanks.

What about jungle? What about other picks, not just "currently meta champs"? You also didn't tell which champions they are and have not given any source to your statement.

Keiaga1 votes

Just making your replies longer doesn't make them any less wrong.

Trying to to minimize the importance of soaking initial burst, make gross overgeneralizations of "Everything is an assassin now", claim that tanks who don't have CC aren't tanks, and imply that tanks aren't good because they only dominate 2 of 5 positions doesn't make you correct.

https://www.leagueofgraphs.com/ Is the website I personally use for all my info, but feel free to use literally any website to educate yourself for a change.

Nørth4 votes

Just making your replies longer doesn't make them any less wrong.

Stating I'm wrong does not make you right, duh.

Trying to to minimize the importance of soaking initial burst, make gross overgeneralizations of "Everything is an assassin now", claim that tanks who don't have CC aren't tanks, and imply that tanks aren't good because they only dominate 2 of 5 positions doesn't make you correct.

Because it's not important if they can follow with the damage further? Sure, they blew their spells on you, so now they have a 5v4, but with some spells on a cooldown. With 40-45% cdr everywhere, they just need to dance around for a while and they can fight along. And it's not a "gross overgeneralization", just look at how much damage everything does, how much true damage there is suddenly on death recaps from champions that should not deal true damage at all. And where did I claim such a thing? I just said his class is a juggernaut, he is not a tank, that's game knowledge.

https://www.leagueofgraphs.com/ Is the website I personally use for all my info, but feel free to use literally any website to educate yourself for a change.

I prefer u.gg and well, let's have a look at the "7 of the top 10 top laners are tanks" statement, starting with pick rate in 9.24:

  1. Mordekaiser
  2. Darius
  3. Fiora
  4. Aatrox
  5. Irelia
  6. Ornn
  7. Renekton
  8. Akali
  9. Riven
  10. Garen

Out of all of them, only Ornn is considered to be a tank; Mord, Darius and Garen are juggernauts, a subclass which is a mix of tankiness and fighting capability with more emphasis on the second; Fiora, Aatrox, Irelia, Renekton, Riven are fighters/bruisers, not tanks; Akali is a mage/assassin, but overall just a dumb champion that should be removed.

Now, let's check it with win rate, shall we?

  1. Nocturne
  2. Mordekaiser
  3. Malphite
  4. Quinn
  5. Shen
  6. Kled
  7. Singed
  8. Kayle
  9. Yorick
  10. Ornn

Now this time around we have 4 tanks - Malphite, Shen, Singed and Ornn, with Singed being the odd one out because of his unique style of gameplay, so we can make it 3. Mordekaiser is, again, a juggernaut. Nocturne is a diver, Quinn is a marksman. Kled and Yorick are fighters/bruisers and Kayle is a hybrid, because she is a ranged AP marksman.

Would be so kind as to tell me where your 7 tanks are now? Because I feel like I'm certainly not wrong when I say tanks are not dominating anything.

Inari Fox Orrion2 votes

I need to add that Malphite no longer counts as a tank given everyone builds AP on him. I would also like to point out that some of his highest win% items are AP items, and that building full tank on him turns out to only work some of the time now instead of all of the time vs. an AD composition. Why? Tank Malphite gets melted, so why not melt them faster w/ AP Malphite?

Citation for Platinum+ Citation for Gold Citation for Bronze Source

Nørth1 votes

Oh yeah, that's a fair point too. I was just taking into consideration the fact that when I go Malphite, I prefer to actually go full tank, as cheesing my way to win is meh. Thanks for your addition though, that further proves the point that tanks aren't as strong as some people try to make them look. [slayer-pantheon-thumbs]

EDOitachiEMS2 votes

usually people that don't want to agree on that are people that play those op one shot champs because it is fun for them ... any champ that can do 1v5 is a cheat, period sadly there are more and more of those champs every month.

EDOitachiEMS1 votes

perfectly said ... sum's up this insane dmg .... yesterday with naut, late game, full full tank, lasts for 2.5 sec against yasuo ....

MarijaCarry2 votes

You know he will play full ad Sion or ap Maokai cause he is fraggy boy

Caretaker Jack1 votes

[{quoted}](name=Pandemic Punch,realm=NA,application-id=3ErqAdtq,discussion-id=L9X3qmBg,comment-id=00060000,timestamp=2019-12-20T18:28:33.151+0000)

You clearly dont play tanks. I got a homework assignment for you. Play nothing but Sion and maokai In your next 50 games. Tell us all how it goes.

Not only will you suffer in lane from not being able to tank anything, but you will only feel "tanky" for about 5 minutes in the mid-late game if you somehow manage to accrue a lead. Tanks are trash early game, early mid, and late game. You are at the complete mercy of your team in most match ups.

But isn't that what the class is? They're designed to be at the mercy of their allies.

G0blinSlay3r2 votes

{quoted}

I played a lot of LoL in 2014 to 2015 and the game felt with one word - balanced. There were some bursty builds, but it was stacking burst that you expected and that the ads/ ap heroes buit through the game.

Today I reinstalled as I was in a mood for some MOBA time and unistallled literally after 3 games - my Morgana E was like joke, it stopped Lux disable and Leona Q as intended, but it felt just useless, since either my adc or theirs just jumped and 3 shotted me or Leona like butter o.0 And it was on lower levels even...

The other 2 games were like that also, but not even worth mentioning as it was the same - you get insta bursted or your team insta bursts, support skill feels jusst like a net, not an actual useful tool...

It's either me getting old (31 RN) or the game is completely different. Can someone that played through S2 to now enlight me please what happened to LoL as it feels like HoTS overtuned new hero in every game :)

back in the day it took longer for strong builds to become popular. your worst nightmare build is now one google away.

Nea1042 votes

It's a well known fact that they've turned this game into a mindless perma one-shot fiesta. Starting around 3 years ago.

Look at the disappearing of (actual) tanks, awful tank items, ultra-short team fights, hard CC + insta death comboes everywhere, and so on.

Garson2112 votes

Everyone posting this game have so much damage,so can someone explain me why riot is nerfing and buffing champs/drakes/items in same patch so often? I will never understand this logic," we nerf champ A but in same time we buff champ B" so he take his place being broken pice of crap... I rly dont find any fun playing this game anymore and watching 2 sec team fights...Someone can tell "so pick tank" o yeah 3 sec teamfights. I rly wish this game worst,i had fun playing it but at this moment is pure crap,

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