Anti tank too strong.

The thigh guy··5 votes·1,828 views

Black cleaver - 24% armor shred Lord Dominik’s - 35% armor pen Lethality - 63

You need 170+ armor to even have armor here.

Void staff - 40% mr pen Sorc shoes - 18 m pen Morello - 18 m pen. 100+ mr to even have mr here

Then add in the bottomless pile of different % hp damages and true damage, and you have a recipe for making tanks litteraly unplayable.

My solution. Reduce these % drains down a lot. And reduce the disgusting amount of true damage ALOT.

23 Comments

Thefrostyviking3 votes

Problem is there are and have for a long time been tanks capable of greatly boosting their durability to a ridiculous degree.

Like for armor, take Rammus and malphite, Rammus with a maxed W gains a bonus 100%+30 of his total armor and 50% of his magic resistance as much as he wants as the expense of being slowed while its up,

So Rammus easily hits stuff like 400 armor without breaking a sweat.

Malphite´s W maxed grants him 30% bonus armor passively, and its raised to 90% when his shield passive is up.

Like the only real thing that gets through to these guys later on is true damage, max HP damage and a shitton of resistance reductions combined with preferably onhit builds but possibly a full critbuild from someone with a powerful steroid to boost damage.

And as far as magic resistance goes its not so simple, item 3102 and item 3194 exist which both throw damage out for a loop.

Then finally many tanks can use item 3193, even if they only have like 150-200 armor and magic resistance their health will easily hit anything from 5000 to 10000 k at max build.

Or in some aberrant cases, Cho with his infamous 20 000 health spikes.

Damage is needed, badly needed, because otherwise these guys just walk through your team giving not shits at all just bashing themselves against eachother, it has happened before.


But with that said i do think some baseline increases are in order, champions that are not tanks feel like they ended up more squishy than they should as a result of the increased anti tank stuff.

ZaFishbone3 votes

{quoted}

Problem is there are and have for a long time been tanks capable of greatly boosting their durability to a ridiculous degree.

Like for armor, take Rammus and malphite, Rammus with a maxed W gains a bonus 100%+30 of his total armor and 50% of his magic resistance as much as he wants as the expense of being slowed while its up,

So Rammus easily hits stuff like 400 armor without breaking a sweat.

Malphite´s W maxed grants him 30% bonus armor passively, and its raised to 90% when his shield passive is up.

Like the only real thing that gets through to these guys later on is true damage, max HP damage and a shitton of resistance reductions combined with preferably onhit builds but possibly a full critbuild from someone with a powerful steroid to boost damage.

And as far as magic resistance goes its not so simple, item 3102 and item 3194 exist which both throw damage out for a loop.

Then finally many tanks can use item 3193, even if they only have like 150-200 armor and magic resistance their health will easily hit anything from 5000 to 10000 k at max build.

Or in some aberrant cases, Cho with his infamous 20 000 health spikes.

Damage is needed, badly needed, because otherwise these guys just walk through your team giving not shits at all just bashing themselves against eachother, it has happened before.


But with that said i do think some baseline increases are in order, champions that are not tanks feel like they ended up more squishy than they should as a result of the increased anti tank stuff.

Basically this. if you make tanks a viable class as a whole, then these extreme examples become overpowered. If Riot wanted to make the tank class viable again, they would have to give mini-reworks to these guys, to shift their specialty elsewhere.

Critmaster Garen3 votes

[{quoted}](name=The thigh guy,realm=NA,application-id=3ErqAdtq,discussion-id=RGtn8wzd,comment-id=,timestamp=2019-03-05T06:42:25.296+0000)

Black cleaver - 24% armor shred Lord Dominik’s - 35% armor pen Lethality - 63

You need 170+ armor to even have armor here.

in case all of those were stacked, you would have 21 armor left.

i admit, reducing a 170 armor by 150 is still a lot, but % shred and penetration stacks multiplictive and not additive. also, flat health helps a lot on this case.

The thigh guy1 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=RGtn8wzd,comment-id=0004,timestamp=2019-03-05T11:33:26.243+0000)

in case all of those were stacked, you would have 21 armor left.

i admit, reducing a 170 armor by 150 is still a lot, but % shred and penetration stacks multiplictive and not additive. also, flat health helps a lot on this case.

Issue being, having a lot of health doesn’t help much if the enemy is dealing true damage or near true damage to you

boricCentaur13 votes

Where are you getting that lethality number from??? All 3 items in Total give you 57 lethality like what since if you add in Sudden Impact you get 64 lethality so where are you getting this from???

Also fun fact building armor counters lethality and you only get the max value at level 18 it is only built to negate the base protections on a champion. Also do you know how easy it is to get more then 170 armor item 3025 ,item 3047 ,item 3075 ,item 3742 that gives you 225 armor.

The thigh guy1 votes

{quoted}

Where are you getting that lethality number from??? All 3 items in Total give you 57 lethality like what since if you add in Sudden Impact you get 64 lethality so where are you getting this from???

Also fun fact building armor counters lethality and you only get the max value at level 18 it is only built to negate the base protections on a champion. Also do you know how easy it is to get more then 170 armor item 3025 ,item 3047 ,item 3075 ,item 3742 that gives you 225 armor.

Was using tooltip from ingame and adding sudden impact.

As for your build. Okay. You have 4 armor items. Now. Where’s the lube for the midlaner who’s going to instant delete you?

People seem to think “oh you can just build one resistance and it’s perfectly fine. No problem” but no. You HAVE to have both in almost every situation.

boricCentaur11 votes

Well going by the fact that to get the much armor pen you would need 5 items so I used 3 full armor items and boots meaning you can fit two full mr just from items most champions have about around 40 mr base at level 18 meaning you have 150 mr so void would only reduce around 40% of your mr.

So lets do some math 40% of 150 is around 90 then you subtract the flat the flat pen and you end up with 54 mr left so about 35 % magic damage reduction and keep in mind most games there is only one main magic damage dealer maybe two compared to the 3 ad damage dealers so yes you can build the majority armor and still have enough mr.

The thigh guy1 votes

{quoted}

Well going by the fact that to get the much armor pen you would need 5 items so I used 3 full armor items and boots meaning you can fit two full mr just from items most champions have about around 40 mr base at level 18 meaning you have 150 mr so void would only reduce around 25% of your mr.

So lets do some math 25% of 150 is around 113 then you subtract the flat the flat pen and you end up with 77 mr left so about 43% magic damage reduction and keep in mind most games there is only one main magic damage dealer maybe two compared to the 3 ad damage dealers so yes you can build the majority armor and still have enough mr.

Void staff is 40%. :/

boricCentaur11 votes

Ummm idk this is why you don't do math when your sick I guess my bad I fix it.

ZaFishbone2 votes

Not rly. Let's not have another tank meta.

The thigh guy1 votes

{quoted}

Not rly. Let's not have another tank meta.

Tank meta litteraly can’t happen again. It’s not possible. Even if this stupid amount of pen got nerfed tanks might be just barely playable.

Warlord Rhinark1 votes

#For Armor Penetration:

I'd reduce the Lethality on all completed items to 15 and replace it with Flat Armor Penetration. This would make Assassins a lot more early-game centered (like they are supposed to be) instead of this Lethality late-game scaling, yet not make them insta-delete squishies.

For Black Cleaver, I'd actually give it a buff. It's struggling to compete with Trinity Force. I'd increase the amount of Armor Penetration to 5% per stack, and reduce the maximum amount of stacks to 5 (giving it a total of 25% Armor Penetration at a maximum of 5 stacks). This would make applying Black Cleaver stacks more convenient (and increase the total Armor Penetration by 1%). To balance it out, I'd reduce how long stacks last for to 5 seconds from it's current 6 seconds.

I wouldn't touch Last Whisper items though. I think they're in a decent spot.

#For Magic Penetration:

I'd reduce Void Staff's Magic Penetration to 35% to make it equal to LDR. As minor compensation, I would reduce it's gold cost by 50 to 2600.

I'd remove the Magic Penetration on Morellonomicon (and, by extension, Oblivion Orb) altogether. To compensate, I'd increase the Ability Power on the item back to 80, increase Grievous Wounds to 50% from 40%, and increase how long Grievous Wounds last for to 5 seconds. Instead of Magic Penetration, Oblivion Orb now gets Grievous Wounds.

As compensation for the loss of Magic Pen on Oblivion Orb and Morellonomicon, I would increase the Magic Pen on Sorcerer's Shoes by 2, increasing it to 20.

d4rkshock1 votes

These tanks just dont die without tank shredders. Also tanks build lots of armor and mr. The bigest armor tanks areRammus Malphite fir mr itsGalio. Juggernauts are some pretty bad offenders of not dying too.

The thigh guy1 votes

{quoted}

These tanks just dont die without tank shredders. Also tanks build lots of armor and mr. The bigest armor tanks areRammus Malphite fir mr itsGalio. Juggernauts are some pretty bad offenders of not dying too.

They still would. Just not in .8 seconds like they do now.

ZackTheWaffleMan1 votes

DrMundo is fairly big for MR, too

usul12021 votes

18 + 15 (orb and rellos) is 33 pen. 33/0.6 (for void staff) is a 55, not 100+. Do you even give a shit about being correct or do you just throw numeric spaghetti-o's at the screen and write what they put?

heroikc1 votes

I think it's the tank-buster champs that are to blame: Illaoi Darius Vayne Tryndamere Kled Kayn

GigglesO1 votes

Maybe that’s because they build the pen items mentioned

heroikc1 votes

{quoted}

Maybe that’s because they build the pen items mentioned

Illaoi, Kled and Vayne don't need to; one is enough in most cases, and even not, they wreck anyone who looks at them funny.

GigglesO1 votes

That’s Vayne, not the rest of them. I’m pretty sure she’s only over buffed because of the prestige skin...

heroikc1 votes

{quoted}

That’s Vayne, not the rest of them. I’m pretty sure she’s only over buffed because of the prestige skin...

Yeah, but Illaoi and Kled just power through most tanks with % health, true damage, AoE, etc.

The thigh guy1 votes

{quoted}

I think it's the tank-buster champs that are to blame: Illaoi Darius Vayne Tryndamere Kled Kayn

It’s not even just them. Thanks to the Over abundance of anti tank items everyone in the game is a “tank buster”.

And those items are so efficient that building them Into a team with no tanks is still stupidly viable.

heroikc1 votes

[{quoted}](name=The thigh guy,realm=NA,application-id=3ErqAdtq,discussion-id=RGtn8wzd,comment-id=00070001,timestamp=2019-03-05T16:43:09.649+0000)

It’s not even just them. Thanks to the Over abundance of anti tank items everyone in the game is a “tank buster”.

And those items are so efficient that building them Into a team with no tanks is still stupidly viable.

So? The tankbuster items are there to bandaid comps who need them against tanks but don't have it engrained in their kits. The tankbusters themselves just do too much, even against non-tanks.

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