The same arguments can be made about supports, and yet supports are more reliable than tanks at winning games.
How the hell is this about supports? We are talking about jungle tanks and there carry potential in the early game, I don't give a flying fuck about whether this can be said about supports, they have there own separate problems to deal with.
Right now tanks make more money then the supports do, in comparison to the beginning of the season where it wasn't uncommon for the support to actually make more money then the Jungler.
Now follow along here, More money means more items, and since more items on a tank is a good thing, it means they have much higher potential then previously.
So now we have tanks that can make up a decent income, a jungle that doesn't kick there asses as much, allowing them faster clears with higher health then before, or as you call it the PVE aspect. Now tell me how having better items and more health means they don't handle situations better then before?
Now do you actually jungle tanks or just talking out your ass? Do you even remember Pre season?
That 124% calculation includes the 400 mana which is honestly a useless stats. Why not build FH? Because it gives 0 HP and 0 MR. Ever think of that? Maybe a manaless tank like looks at it and says "no thanks". I'm a and I can think of 3 armor items off the top of my head I'd rather have over any day of the week. It's such an overrated item and people think it's good because they haven't actually done the math. Gold efficiency is not as important as item-slot efficiency.
This is coming from a someone that only plays Singed, and I only know this because you don't seem to know anything about tanks.
You overlook the aura, the 90 armor, and the 20% CDR.
Because those are actually critical stats for a tank, -15% aoe attack speed slow, is pffsh useless right?
20% CDR, Why would a champion reliant on abilities need anything like that?! Especially since it's the only tank item apart from
to actually offer any CDR.
90 armor, Pathetic.
400 mana, why would anyone want to use abilities more often? Not like
tanks
run
out
of
mana.
So yes, Use the like 3 tanks with no resources as a valid example for the
to be overrated, I am sure that will get you far when you disregard the other 30 that do rely on mana.
Yes. Why would you WASTE (yes, waste) a slot in your inventory on vs a generic AD opponent when literally are better? I would even add to that list because at least their active/passive effects aren't worthless.
An active aoe that slows, Why would a slow moving champion need anything like that..
A passive that reduces attack speed, Why would we need anything like that in an auto attack reliant meta, or against a role that solely uses auto attacks?
400 HP, nah, tanks don't need HP.
60 armor is worthless clearly.
-10 Crit damage reduced, My god this has been a godsend, with how many champions in this game that can crit, Like all of them. Add the tank mastery and that's -20 Crit damage reduced, that is HUGE against marksmen and sated junglers right now.
But whatever, fucking grab
I am sure
will make better use of it somehow.
initiation is strictly shittier without which is now a useless item. used to have as his core build back when it was a viable item since his entire kit relies on running to initiate. has a similar issue. Any of the other tank junglers etc and even arguably made great use of this item. Not anymore, it's crap now.
Therefore, worse initiation potential.
The nerfs to
haven't touched what it was being used for, the speed boost you get is just the same as before, albeit a little longer cooldown then before.
Why are you talking about
and
who are not tanks. Volibear is a bruiser, and was even considered by Riot to be a Juggernaut.
isn't suppose to be an imitator and while the item helps it out, he works best as disruption, either reducing the enemies damage to his team, or hanging in the backline CC'ing everyone and locking them down.
A tank that was durable before can still be less durable.
ftfy
A 200 foot building is a tall building, but the building next to it is 190 feet, not as tall as 200, but it's still a 190 foot building with a long ways to go.
If you didn't get the example, Tanks got nerfed but still remain at the top anyway in regards to durability.
Tanks aren't early/mid game champions, get your head out of your ass. The whole point of tanks is to scale into late game and be a formidable opponent to the enemy carries. The fact that defensive items are cheaper than offensive items makes it so they don't get completely trashed early/mid game.
Nope, You don't even know anything about tanks, Why the hell am I wasting my time here.
Cinderhulk brings a tanks late game to the mid game, while offering a bit incentive to early and late game, The passive providing the superior clearing speed, and moderate damage, while the bonus HP passive helps smooth the transition to late game.
But if you suggest, Early and mid game, the point where tanks are at there strongest, is not there intended place, then my god, play someone that isn't singed. Tanks are not suppose to be formidable opponents to the fucking enemy carry, They are suppose to aid there team in securing kills with crowd control, Tanks are reliant on teammates to followup with CC they provide, they are not suppose to lockdown and kill the enemy carries by themselves.
Okay, then you personally can ignore them if it makes you so butthurt. Don't you think it's curious that IMMEDIATELY after the 5.16 and 5.17 patch tank win rates, play rates, and viability COMPLETELY DROPPED BY ALL METRICS??? Or is that just a fucking coincidence?
OH WOW IT'S ALMOST LIKE SATED AND JUGGERNAUTS TOOK OFF IN POPULARITY DURING THOSE PATCHES!? WEIRD HOW THAT WORKS!