Regarding tanks and Meddler post.

Leto GT·7/29/2018, 4:36:50 PM·64 votes·16,490 views

Hi,

I wanted to make this post to share my thoughts on Meddler post and to discuss the issues that tanks are facing beyond survivability but also share some concerns at the some point.

I see a lot of ppl including hashinshin saying tanks are not fun to play and they can't carry. Well... I don't aggree with that because oneshotting and killing everybody doesn't have the monopoly of fun. Tanks are super fun to play. You still need to land your combo effectively and your macro decisions are key. You create spaces, block some paths and give tempo to the fight.

"Tanks are low risk, high rewards". Well, if you don't do your job properly in fight, you lose the fight. I mean by that, positionning properly, using your CD at the right time on the right person according to your cooldowns. You're a support with higher amount of gold and higher expectation and you've to control the whole fight. I can't count the number of times that I lost a fight on my own because didn't position properly, focused the right person at the right time or used my CD according to their plan. I can't count the number of times, I didn't create enough spaces before engaging, only leaving my team free to be smashed. See, playing tank consistenly is not that easy and there's high risks too.

Lately, I don't see any tanks in my games. The reasons have been discussed a lot in other threads and I won't go over these points. We know for fact that slot efficiency and true damage are big reasons behind this. However, I believe there are other reasons than pure fight efficiency. We do not need **tanks as much as we used to **. Assuming the tank survivability is fixed, can we expect tanks to come back to 1 average per game? I don't think so.

**Why tanks used to be needed and why not having a tank was a big issue back then? **

back in the days, if you had no tanks, you couldn't dive and you most certainly would lose the game at some point for that sole and unique reason. Baron used to give a stat and regen buff only, drake was just a gold objective and herald did not exist. Hence, diving was a necessity. The enemy tank would CC bruiser/squishy trying to dive while they would will tank opponents turrets forever as if they never existed.

Over the course of the years, some buffs have been added to the game. Baron buff to minions, Rift Herald, Mountain drakes. All those buffs give an edge in term of advancing toward the nexus. On top of that, t2 and t3 have been nerfed giving less time to react and regroup. Theses objectives added to the nerf makes diving less necessary. Also, fights are way shorter. So if you ever need to dive, you don't need a tank because the proportion of damage taken by turrets is nowhere close. A simple bruiser can do it now. I believe these are anothers big reasons why tanks are less picked because it's much more rewarding to destroy the lane to take those objectives while not even needed a pure tank to dive if ever it's needed.

Tanks and overall damage.

I'm going to use a quote from last meddler post to highlight another reason why tanks are even less necessary - even completely useless depending currently.

> "Teams without tanks lack a front line, so tend to get burst more due to the lack of soak/zoning. Metas without tanks also mean it's more likely that each team has 4, or even 5, damage threats on it as well though, especially if enchanters (the main other non damage group) are also being played less."

I'm suspicious about that statement. Having tanks may increase the fight lenght for sure but I'm not sure tanks will effectively help to deal with the TTK and oneshots everywhere - which is the current issue. If someone dies within 0,25 seconds, there's nothing a tank can do, especially if they are invisible. Here's an example : https://www.youtube.com/watch?v=o0aG4EIEcrw

Now, the TTK is super low and is applicable to a lot of champions including divers and assassins. If there's no time to react, then tanks are kinda useless and it won't reduce the "damage" per se. Usually, you can't zone them really. Instead, you would have to fall back on them making them surrounded followed by CC - assuming they did not outplay you waiting for CD's to be used. Now, if they can oneshot someone in 0,25, there's not much you can do. Instead, you can zone effectively, bruisers, control mages, adc and tanks themselves but not the divers and assassins. Poppy stands out for that reason with her anti-dash zone btw.

It is naive to expect tanks to fix TTK and the amount of damage. It is also naive to expect they'll be used more in soloQ because If tanks can't do their job, which is controlling the main threats, it's best to play oneshots carries themselves.

They're getting buffed... what can we expect?

They're laning phase as top is safe for both sides as the opponent is pretty much free farm... Assuming they do not hit like trucks. That's why I think that buffing tanks with damage as you did is a terrible idea. I wish you would focus more in defensive stats and utility instead of base damage. Honestly, yes tanks need some damage for sure to create pressure, but they do not need to oneshot carries or bruisers. That's forcing them into a job that they shouldn't do.

Some tanks will be buffed namely for the jungle : Nautilus and Maokai among others. Now, if you were playing in early seasons, you know what are Nautilus and maokai jungle and I'm pretty sure many of you still remember how strong these guys used to be. The lethality of their ganks is no match. Assuming these guys hit their combo, it's a ganranted kill. Nautilus will come at you, stun, E slow to bait the flash, then Q the flash, stun again. These type of super ganks may just lead to something we've already seen : The (re)emergence of tank toplane or hyper mobile toplaners to not die all the time to theses ganks or even further jungle nerfs. I would in that regard, be careful with their buffs focusing in their jungle clear efficiency rather than buffing them with base damage - as you did with sejuani.

Small conclusion

I believe tanks are fun to play because they involve great expectations and macro decisions. Although, I believe that even if their survability is fixed, they won't become as common as to find one per average per game. One reason is that they're less necessary than they used to be as there's less need to dive big time : Shorter fights, barons buffs, mountain drakes and herald. I don't think they'll reduce the "damage" because they won't have the possibility to control main threats unless TTK is fixed - especially assassins and divers. I hope the buffs won't be damage based but rather focus on utility, defensive abilities and jungle clear efficiency. Their job is not to oneshot carries.

I'm hype for the next post about damage. I do not pretend I've all the knowledge of the game but these were my thoughts and I think they're valid.

Cheers,

[poppy-wink]

138 Comments

La Bello7/29/2018, 6:00:25 PM39 votes

I just feel like the amount of anti-tank damage sources has gotten creeped really hard

item 3031 https://vignette.wikia.nocookie.net/leagueoflegends/images/6/69/Challenging_Smite.png/revision/latest?cb=20180514002524 summoner 14 https://vignette.wikia.nocookie.net/leagueoflegends/images/2/20/Conqueror_rune.png/revision/latest/scale-to-width-down/64?cb=20180314225947

are in just about everygame now which is so painful to play against. I HATE post-teamfight death looking at the damage charts to see how I should adapt my build and seeing that 40% of the damage that killed me was true and pretty much impossible to build against. Like have you even tried fighting a Yasuo w Conq? yikes.....

also I fully agree Riot should focus on defensive/utility side of tanks rather than buffing damage Poppy did not need more damage on her Q. A simple CD reduction/duration buff to her W so she can better deny divers would have been a great. I hope the buffs coming for tanks are purely small QoL stuff rather than slapping more base damage onto them.

SuperLuigiLXIV7/29/2018, 5:22:34 PM32 votes

I agree. Tanks aren't mechanically intensive, they're decision intensive, which is much tougher, as it involves expectations both of your team and the enemy team. If I go in now, will that ADC react in time to avoid it? If they don't, will my mid laner follow me in or sit back like this is a spectator sport? If I die in this dive, will we get enough out of it that my death doesn't provide an opportunity the other team can capitalize on?

When you have a split-second to take an opportunity before it's gone, you HAVE to be able to see how it's going to play out for both teams, not just how YOU'RE going to play it.

Tank decisions can make or break entire games. And I agree with you, that's half the fun of the class for me.

The other half are those moments where I salvage a bad situation through my own actions or sacrifice.

These are why I play tanks in pretty much every game I've played where they're a presence. From Sion to Reinhardt to bare is haf many armors, I am the vanguard and the bodyguard, the first one in and the last one out.

remakoro7/29/2018, 5:56:36 PM10 votes

Who the fuck is that jury that gives verdict on what fun to play and what aint?

Wild Geese7/29/2018, 9:12:58 PM7 votes

I never found League tanks all that exciting.

Coming from Dota, there's this hero named Tidehunter, his ultimate Ravage was like this massive game changing ultimate. a massive aoe, fast moving, long duration stun with good damage. League champions never really were allowed to have anything with that much power into it. Playing Tidehunter hitting a good ultimate could turn a game... But he also had a great kit which let him lane safely, or even support due to having 2 decent debuffs. Really smooth character to play considering his age.

In league, their version of Tidehunter is Amumu. Amumu is a pitiful version of Tidehunter - sorry to say, I like Amumu and all but his ult doesn't come close in terms of reward and risk. His abilities are so weak he couldn't survive a lane and had to jungle.

Riot still doesn't really understand how to make a true tank initiator champion fun. You look at other games, for example dota they have Magnus, Tidehunter, Sandking, Earthshaker -- all very iconic strong designs. Even look at Smite they have gods like Aries, Athena, Fafnir, Khumba, super fun as well (tho I think Smite is pretty boring).

League's tanks, the most exciting dude is Zac I guess. Everybody else, I don't want to say they are bad characters or they can't be fun but compared to what's out there, they fall way short as designs.

PapaGreg217/29/2018, 7:25:31 PM5 votes

I've been a heavy Nautilus player since season 4 and can't remember a single meta where he was popular as a jungler.

Tahminatrix 7/30/2018, 7:34:01 PM4 votes

Zed item 3071 "HYAAA!!!"

Maokai "Mr Vel`koz I don't feel so good."

Spoofghoul7/30/2018, 9:44:18 AM4 votes

While you pointed out some of the issues you forgot a big one, CC almost every champion has large amounts of CC these days another reason why tanks where essential the big guy in front who could stop you in your tracks peel you off. One of the reasons this was so good was that it was not very smart to use you damage against that nbig boy as he was very very tough and it was a waste of cooldowns However tanks these days die almost as fast as anyone else to pretty much almost everyone

So much true damage and penetration around you can't live as a tank and don't forget the over abundance of % damage either

Any sort of damage will outscale your defense as well and let's not forget as a tanks you have to defend vs multiple kinds of damage too so less slots vs offense and your stats in those slots get outscaled and to make it worse the enemy can shred or bypass a large amount of them as well

Armor in particular needs to be better, it feels more like a single layer of toilet paper these days, and stacking pen needs to be less effective The easy way to go about this is to have flat pen apply before % pen Then have all tank armor items gain a bit more armor like +5 or something like that

Tanks also need additional ways to defend themselves to help them stay alive and there are plenty of ways to do this. The first way is through stats, not your typical health/armor/magic resist But things like regeneration for better in combat sustain like the old warmogs for example

Or something similar to boneplate, in fact boneplate could be changed to scale with a % of bonus hp instead of giving a flat value it could also last for more hits or even be permanent to help defend against smaller amounts of damage and to help in dealing with true damage as well

Speaking of runes I think changing boneplate this way would be good but we would need a strong alternative in the same spot. Font of life could take a hike and be replaced by a different rune Let's just name it unyielding :P It makes you 25% less affected by penetration and armor/mr shred for example

The other way to make tanks more beefy is to have new item effects which punish you for attacking that tank similar to what thornmail does Remember old randuins? it slowed you whenever you attacked someone who had it. Wel let's see if we can replicate a similar effect Ohmwrecker could have a new passive instead of the stupid active no one needs, that new passive would be, if you are attacked zap that enemy for X damage scaling with defenses and ground them for 1 second

You see one way to make tanks last longer is to disincentive an enemy to attack that tank. This does nothing when you stumble into the enemy team out of position ofc but it will make that ADC think twice about hitting you when there is this Zed lurking nearby

which leads to my final point

And tanks need new ''roles'' and ''strengths'' Tanks seem to lack clear roles and strengths these days when that marksmen down botlane has as much cc as you and is more beefy due to lifesteal (i know slight hyperbole but it gets the point across)

So tanks need some Strengths and uses that are both needed in today's league and are currently lacking

Anti mobility for example one of the former strengths of a tank mostly due to cc but now many champions have that and it doesn't seem to help that much because of the insane amount of mobility creep Something like the previously mentioned ohmwrecker passive is what i'm looking for here. But there are other ways to disrupt enemy mobility, like an item which makes you impassable to dashes ( sorry shen) this would allow you to block an enemies movements by stopping them mid dash. or what about a small anti blink or dash aura doubling the skills cooldown time, better not blink near the enemy tank.

Personally i feel like we should move away from totempole tanks stacking shit like frozen hearth abyssal mask locket etc, riot has been removing these aura's which is good imho since they are not interactive at all. the only exception to me would be items like sunfire to allow tanks to have some dps output and make them threatening

Items like frozen hearth could be reworked to have totally different effects.

You could explode upon death freezing all nearby enemies slowing and damaging them It could make you immune to lifestealing it could still slow attackspeed but only upon being attacked and then at a far greater amount because it's no longer a passive aura.

Tanks need to become disruptive again in teamfights but in a more interactive way and need access to unique ways to slow down mobility and discourage enemies from attacking them

Spirt Gun Yuske7/29/2018, 9:09:09 PM1 votes

"I see a lot of ppl including hashinshin saying tanks are not fun to play and they can't carry. Well... I don't aggree with that because oneshotting and killing everybody doesn't have the monopoly of fun. "

He's right and the point he was that TANKS CARRY hard even tho they require less skill.

Case and Point: I loose 0-5 in lane on mundo, but end up doing 5k more dmg than enemy laner , because mundo.

Edit: We're not talking NOW btw, we're talking when they're in the meta.