Tank items should give less health and more overall resistances

Drakalops·1/16/2020, 1:50:16 PM·1 votes·893 views

This would give anti-tank options a more defined role in a team since they wouldn’t need to punch through 4000 hp. However, it would keep tanks tanky against non anti-tanks who don’t build or have armor pen already in their kit.

Examples:

  • Increase Dead Man’s Plate’s armor to 80 from 60 and lower its health to 300 from 425 and adjust its gold cost and passive from there

  • Increase Spirit Vissage’s magic resistance to 75 from 55 and lower its health to 350 from 450 and ajust its gold and passive from there.

Just something like this would fix alot of the fundamental issues that arise during tank metas with tanks just being unkillable due to their massive amount of armor and health. I also hope that they make their items more interesting and fun. It isn’t my hope that tanks become useless, my hope is that anti-tanks are given a defined purpose in league without completely killing tanks off.

3 Comments

Ragnaveil1/16/2020, 4:05:58 PM2 votes

The resists and health need to go up, or...Riot finally differentiates the classes so tanks have more health and resists. Its already odd enough when Mao has some of the same base stats as Riven. Giving a tank more early base resists and base health wont harm the game Riot, it only means so much. Its nothing compared to giving them damage + tank like you've done before (aka what caused Sej to get gutted).

The thigh guy1/16/2020, 4:20:14 PM2 votes

Except this makes tanks even weaker than they are.

item 3071 item 3035 items and item 3135 are in EVERY game.

Skia Asteri1/16/2020, 5:58:36 PM2 votes

The numbers you use as an example for item 3742 and item 3065 reduce the effective HP they gives versus physical and magic damage respectively, compared to their live values when considered independently of the stats of any particular champion that might build them.

Live item 3742 is 680 effective HP versus physical. Your item 3742 is 540 effective HP versus physical. Live item 3065 is 697.5 effective HP versus magic. Your item 3065 is 612.5 effective HP versus magic.

The numbers are worse yet against true damage, the wrong damage type, and % penetration.

On the flip side champions usually do have high base HP values relative to base armor by the time they reach max level and would prefer resists over health.

Lets use Kassadin and Rammus for an example as they have kind of close health but are on the extreme ends of the spectrum for base armor.

Kassadin has 2106 base HP and 66.6 (lets round to 67) base armor at level 18, for 3,517 effective HP versus physical. Live item 3742 puts him at 5,745 effective HP versus physical. Your item 3742 puts him at 5,943 (rounded up) effective HP versus physical. That is +198, or a 3.4% increase versus live.

Rammus has 2179 base HP and 109.1 (lets round to 109) base armor at level 18, for 4,554 effective HP versus physical. Live item 3742 puts him at 7,005 (rounded up) effective HP versus physical. Your item 3742 puts him at 7,164 effective HP versus physical. That is +159 or a 2.2% increase versus live.

While both get more, the change is bigger for champions who have less armor even though the one with more armor had a larger base HP pool to multiply with the increased armor value.

Exactly what the change would mean for a specific champion would depend on how high or low there HP is before the item relative to their resistances. And of course what their kits might scale with.

The main result is that champions with high enough base HP would spike harder on early items versus heavy damage bias. And then they will scale slower off subsequent items until they get a dedicated HP item.


For those not familiar with the math, the formula for effective HP versus a damage type is E = (1 + R/100) * H. Where E is effective HP, R is the resistance value (to factor in penetration and shred, adjust the stat before plugging the value in), and H is health.

When not accounting for any penetration or shred, this simplifies to 1 resistance is a 1% increase in effective HP versus nominal HP.