So What I'm hearing if I want starting armor

GigglesO··4 votes·1,455 views

Is that I should purchase it.

5 armor = 100g 6 MR = 108g 6 ad = 210g 10 ap = 217g 15hp = 39g at level 18 90=234g

What I see is if i want damage I should just take the damage runes and then purchase a cloth armor...

Because I'd lose too much gold of early game stats if I take the defense...

17 Comments

Agent Corgi3 votes

If I remember correctly, they force you to take **atleast one **of the defensive runes.

4nswer1 votes

Also, tanks are supposed to scale for late game. High early resistances compensate their weak early game too much. Take one armor and the HP option.

GigglesO1 votes

{quoted}

Also, tanks are supposed to scale for late game. High early resistances compensate their weak early game too much. Take one armor and the HP option.

or I could just take the better gold value damage since we have this idea that damage should always beat defense...

4nswer1 votes

Gold value is always ultimately dependent on how well a particular champion can use a particular stat or item. Why not just only build the highest gold value items? Because not all champs make use of them.

Tanks can't use damage stats very well, that's why they're tanks...

Therefore a lower gold value may ultimately be more useful with scaling, abilities, cooldowns, etc.

GigglesO1 votes

{quoted}

Tanks can't use damage stats very well, that's why they're tanks...

So ap malphite isnt a thing now?

Paroe1 votes

{quoted}

So ap malphite isnt a thing now?

To be fair, malphite is an old "dual type" champion who can build either damage or not damage. Riot has been doing away with those for a long time, and any that come out nowadays are accidental.

4nswer1 votes

Name one marginally successful off-meta playstyle and I’ll name you 10 that follow the rule.

It’s such a simple and non-negotiable concept that it’s not worth the time explaining further.

GigglesO1 votes

{quoted}

Name one marginally successful off-meta playstyle and I’ll name you 10 that follow the rule.

It’s such a simple and non-negotiable concept that it’s not worth the time explaining further.

And that is why the game is going down hill. Instead of having freedoms of choice and creativity we are forced to play meta. Why do you think people refer to S3-S4 so fondly? It’s because you could main and do what you wanted.... Tank twitch top is what I Maine’s most of season 3 as far as even S6 for about 2 months I mained support morde. Last season I would build tank morde with visage and tmail which now isn’t very viable because damage went up too much in the tube/mastery tree.

This is t a fight over perfect balance it’s a fight to have a fun experience in game that isn’t lopsided because armor can only have value if you only have inherantly high base stats.

4nswer2 votes

Part of the reason off-meta is getting squeezed out is because players are just getting better. The meta has more or less been “solved” and people know how to punish vulnerabilities.

There will always be an optimal strategy. And you’re always free to do something else; that’s no guarantee of its success. It all depends on your theory-crafting.

GigglesO1 votes

{quoted}

Part of the reason off-meta is getting squeezed out is because players are just getting better. The meta has more or less been “solved” and people know how to punish vulnerabilities.

There will always be an optimal strategy. And you’re always free to do something else; that’s no guarantee of its success. It all depends on your theory-crafting.

You also miss the fact that riot has been patching out everything non-meta for 3-4 seasons now.

Rip banner of command Rip tank damage champs Rip build diversity Rip anything not riot approved.

4nswer1 votes

I said “part of the reason.”

And off-meta viability always changes fast.

The difference now is that Riot knows how to fix the “Chinese boosting strategy” or Relic Shield ADC because they have role specific items. If your off-meta pick really is successful, you’ll see it either move into the meta or, if it’s unhealthy, be patched away.

Slythrin Umbreon2 votes

Don't take the HP option, unless they buff it. 90HP at level 18 is abysmal. Closest thing it has to any value whatsoever is psuedo-healing 15 HP every level up, which I guess is kinda decent until level 5 or so?

4nswer2 votes

90 HP at level 18 is 1/3 the value of going full tank right now, so It's the exact same value we currently have.

The discrepancy comes from the fact that now other stats are full valued (100%) at 2 (66%) of your skill shards. (20 AP from 2 shards)

The reason this is done is because full tank is supposed to have a weak early game.

Paroe1 votes

{quoted}

90 HP at level 18 is 1/3 the value of going full tank right now, so It's the exact same value we currently have.

The discrepancy comes from the fact that now other stats are full valued (100%) at 2 (66%) of your skill shards. (20 AP from 2 shards)

The reason this is done is because full tank is supposed to have a weak early game.

Thats... not true. A tank is supposed to have a weak late game, because carries are supposed to buy item 3035, item 3135 , item 3153 , or item 3151 to counter them existing.

Tanks have high base damage to hopefully secure early leads, so that they arent behind come midgame when they should be most effective. Because a tank who goes even is a tank behind.

4nswer1 votes

You can literally ask any gameplay designer, they’ll agree with me...

Pen loses out to resistances, and forcing a carry to buy anti-tank means they’re less effective against opposing carries.

Tanks outclass carries, as evidenced by the necessity for tank shredding items.

https://twitter.com/Rovient/status/1050263910903758848?s=20

Paroe1 votes

{quoted}

You can literally ask any gameplay designer, they’ll agree with me...

Pen loses out to resistances, and forcing a carry to buy anti-tank means they’re less effective against opposing carries.

Tanks outclass carries, as evidenced by the necessity for tank shredding items.

https://twitter.com/Rovient/status/1050263910903758848?s=20

In the grand scheme of MOBA's theres something called rock paper scissors. Tanks beat burst damage. Burst damage beats sustained damage. Sustained damage beats tanks. In a vacuum, any developer will tell you that this is the baseline for which most archetype-based games function. The trinity is interupted by additions like bruisers and assassins though, who are a mix of of multiple types.

Tanks do not outclass marksmen simply because they should be building penetration, marksmen outclass tanks because offense scales harder than defense. Saying that tanks are better than marksmen because marksmen should be itemizing against tanks is like saying "tanks need to die in 2 seconds to the glorious might of my 2.0+0.1true damage total AD scaling point and click nuke with a less than half a second cooldown even when theyre full build with 5000HP and i havent bought any armor reduction itemization!"

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