I like how everyone is statasfied with Conqueror.
I like how everyone is satisfied with Conqueror. Because they can now win laneing phase until Tanks build Bramble vest still Because of its grievous wounds which should be on a separate item from Thornmails and What ever builds into Thornmails. But they still have no impact in team fights. Bruisers did often lose to tanks when they should have won But that isnt because tanks had more damage than them or that tanks were too tanky. Its because for one bruiser items are so expensive for the stats they give (though one of the passives is pretty broken) but its largely because bruisers don't build damage but want to do damage they build 1 maybe 2 damage items. Their maximum bonus Ad is 110 with viable combos because the majority of their build is tank items just to survive 3 seconds versus an adc late game or one rotation from a mage on 20% hp with the mage 3 second q back up in 1.5 seconds. The main reason fighter ever beat tanks in earlier seasons is because their first item was always a lifesteal item in earlier seasons.
Bruisers shoot themselves in the foot because they unlike any other class adapts their build. Fighters build lifesteal and resists but no hp in earlier seasons. Riot makes ad values larger ap values larger and crit chance values larger penetration values larger so that ranged champions and leverage them more easily. At the same time Riot makes Resist values lower and max hp on items lower in an attempt to lower how long tanks survive. This change doubles up on on bruisers because riot figures 200 hp gone from each item tanks lose 20% of their max hp 20 resists gone tanks only lose 20% of their max resists. (which isnt bad for tanks because due to how stacking resists work every 100% is less effective than the last.)
They don't account for bruisers who lose about 15% of their max hp from this change because they only build 1-2 defensive items and the lose about 35-40% of their resist from their 1-2 damage items. The increase in damage from ranged carries lead to bruisers dieing before they could engage thus leading to melee bruisers needing to build defensive items to survive longer and thus they must give up crit which became more effective with multiple items because of the large amount of crit chance on 1 item. The loss of crit and ad slots makes Lifesteal also worse thus you drop lifesteal. You deal less damage versus tanks because you build less damage Riot nerfs the ad on Bruiser items for a disproportionate amount of hp when Hp is disproportionately balanced to be worse than damage.
Tanks are not good. Tanks do not tank damage versus anyone except bruisers and that's because bruisers have the same damage base stats the same resist base stats with slightly less hp/ level and hp5/ level. Versus anyone else the same thing that happens to bruisers (getting chunked out of your health in one combo or 3 seconds before you can get into range and thus they become useless having to be forced out of the fight by either using Warmogs or recalling) happens to tanks. Its just that certain tanks have the ability to peel and keep back line carries safe and that isnt a role strength that is strength of individual tank champions.
Back to where Bruisers shoot themselves in the foot. When crit is 'bad' on Adc's adcs still build crit when armor pen Last whisperer is 'bad' on adcs they build last whisperer When mage items are 'bad' mages are still picked and they still build mage items. When ad and resists were bad on bruisers they build tank . Bruisers went from building
/
to building
and wonder why they do no damage to tanks thus riot has no reason or intention to fix the original bruiser build or lower damage so that bruisers can function. As I said before tanks are not tanky they have horrible stats on their items and get niche gated item effects while damage items are all around.
negates alot of tanks armor making them really bad versus adcs who shred through them like cheddar with crit (and riot balances it so that crit alone is dominant) and
with cut down. Conqueror makes it worse for tanks and Bruisers by ignoring the low amounts of defense riot allows you to buy per item slot. There is a misconception that adcs are tank killers which spills over from adcs being good versus tanks in older seasons. The adcs being a tank killer misconception gives riot a reason to buff adcs damage which in turn kills everything faster including tanks. Adcs being good versus tanks in older seasons was true and only because adcs stood at range and ran away when tanks wanted to engage thus they lived long and could target tanks long from range thus they did constant damage to tanks over long periods of time upwards of 30 seconds if they were both trying to run away while trying to get on the other. Killing tanks quickly is an Oxymoron.
Another reason why bruisers cant do well is because ranged champions have multiple self peel spells and mobility spells on lower cooldown than their engage spell because riot uses the excuse that they do damage with that spell so it needs to be low cooldown which the opposite needs to be the case to open up opportunities for bruisers do do anything. There are hyper mobile bruisers that will spiral out of control with any buff my suggestion is to gate their cooldowns more Remove some of their scaling and give them more base defenses.
As a bruiser main ill say frankly Bruisers have no place in a game with fast teamfights all the time (neither do Marksmen in the traditional sense rather than the overbuffed marksmen of today)
I really don't like to put out solutions when I point out problems because 1 people get paid money for that and I can hardly afford to make it to work and 2 they are not well received but when I don't I am crying and thus everything I said is invalid.
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The power of range and movement speed in the game needs to be rated higher In terms of balancing. Ranged champions out range melee champions they shouldn't also out damage them and out run them kite them all by themselves and have excape abilities.
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There needs to be a bigger Stats Disparity between melee and ranged champions in the melee champions favor. Bruisers shouldn't only have 3-7 more base ad than an adc all game long. Tanks and bruisers shouldn't start a game with only 60 more hp than an adc or mage with only base stats accounted for and equal resists i see 200 for bruisers and 300 for tanks standard being better and less base defenses for adcs and mages and more defenses per level for melee bruisers and fighters. (this is in lieu of my more favored idea gutting the value of the first 100 armor and magic resist to reach the same point at 200 magic resist and armor.)
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Another thing is Bruisers and Tanks need Slot effective Defensive items even if they arent gold effective. Id pay 3200 gold for for Thornmails with 100 armor and 300 hp ( Riot talked about how Thornmails was a bad item because it only had armor and they give it a minimal amount of health while taking away its armor) Its old passive of 15% damage reflect 30 base damage and 20% armor scaling as magic damage. No grievous wounds make that its own armor item (80 armor 500 hp grievous wounds procc'ed on auto attack/ physical damage for 3 seconds 3200 gold). Spirit Visage 70 magic resist 300 hp 20% cdr passive healing amp back down to 20% and give it 150% base hp5. 3200 gold. same item 70 magic resist 500 hp 20% cdr passive healing amp back down to 20% and give it 150% base hp5 3600. generally increase items that build out of
and
for bruisers without taking away combat stats.
add
to summoners rift melee only and lock it with 2800 hp like
(i just see they increased this again like please you dont want to give Tank items more than 300 hp and you dont want to give tanks more than 2200 base hp at level 18 (i want to say 1800 because most tanks i play really do have less hp than adcs and mages before you build items but ill stretch it more in riots favor.)
More slot effective items will allow bruisers to build more Raw ad for their skills to scale off of and lifesteal to better fight tanks.
You dont really have to agree to comment or even put a reason why you agree/ disagree when you comment.
Edit: I forgot something I wanted to add try a season 3 tank build (we have new items you can use them) build 2-3 lifesteal items. See if you can't 1v1 the tank top lane. The problem with that is that you forfeit impact versus anyone who isn't a tank alone and you get instakilled before you can engage. Bruisers trading early game to survive more than one mage rotation and 1.5 seconds under 5 adc crits even if just barely is what killed being able to 1v1 the tank not tanks being any kind of effective at being tanky.
and 60 + 10 armor pen (that seems low could swear it was larger) or health to survive getting burst and to activate
and
together has a significant amount of damage and thats only if you proc steraks and even then its worse than
or
with its ap ratio.
who gets 1.5 more seconds with an activation of his shield this is assuming that the adc doesnt have