When is the Tank Update coming?

Lordk0z··8 votes·968 views

I think it's clear to everyone tanks simply don't work. Not anymore.

With item 3036 item 3033, you can remove nearly half a tank's armor in one fell swoop Armor items like item 3143 are shadows of their former selves. Armor Pen was counter-balanced by AS slow. Attack speed by Armor, Health by AD. But crit has no counterpart. And AS slow items have been brutally nerfed on top of it all. And that's before the fact that a tank has to build both MR and Ar, on top of hp to survive.

Suggestions: Evasion: Based on Ninja Tabi. Reduces auto-attack damage. Does not reduce AD ability damage. Late-game oriented "Capstone" tank items. Increased armor and MR items overall. More variety in MR items. Greater Hp/Ar/MR scaling in Tank characters along the lines of Rammus and Malphite.

19 Comments

Veraska5 votes

i highly doubt when riot does do a roster update it'll be to make them as unkillable as they once were, riot ussually likes it when the strategy of defensive items is "to survive long enough to deal with the backline" then to just survive the backline.

it'll probably be more focused around making the tanks overlap less (zac, gragas, and sejuni all do roughly the same thing) and to probably make tank items less univerally effective on all champions (so stuff like tank assassins stops happening)

edit: to clarify when i say "deal with the enemy backline" i don't mean from a solo viewpoint, it'd be pretty out of line for nautilus to just murder the backline, but his job is to set up his team to kill them

BLACK REALM GOD2 votes

that is how all updates should be.

it's no fun playing a game that has 100+ characters that all do the same thing in a game where you're always doing the same thing. if i wanted to play checkers i'd load up checkers. at least that game doesnt take an hour to win or lose.

you get a plus 1 for talking common sense.

MunchCrunchLunch2 votes

you can't reach the back line or deal with the back line unless you have a dash or something. most tanks are immobile.

Elite4Runner1 votes

{quoted}

you can't reach the back line or deal with the back line unless you have a dash or something. most tanks are immobile.

Or a pull, stun, or any form of hard cc.

So,

Aatrox Alistar Amumu Blitzcrank Braum Darius Gnar Hecarim JarvanIV Kled Leona Malphite Maokai Nautilus Poppy Rammus Sejuani Shen Shyvana Sion TahmKench Warwick

I did leave out a few that have methods of "getting to" the back-line, or that have hard cc, but are not really all that good for engagement through a front-line.

Anags1 votes

The job of the tank shouldn't really be to deal with the enemy backline. They should be a wall of protection for their own back line.

Right now some can do both and others are better at one or the other.

It really depends on team comp. Sion for example really only gets to the back line when the enemies backline is in the front....or out of position. Same thing for a lot of tanks really.

Imo a tank should be body blocking cc and other spells and peeling for carries.

melee carries/bruisers/assassin's should be dealing with the enemy backline imo.

LordGeovanni2 votes

as a tank you have to attack the enemy back line and disrupt them as much as you can while trying to make sure that your back line is being treatened as little as possible if you cant do both the enemy back line will just take you out and move on to your back line or the enemies front line will take out our back line and move on to you. Elite4Runner only says tanks but includes many fighters because tanks and fighters have to share the same defensive items and they also are meant to attack the enemy back line

Pinelokauliar1S1 votes

Walls can just be ignored especially if they don't have cc. tanks need to do some dmg so they can't be ignored and be somewhat focused so yeah tanks need to be able to go for the enemy backline and still be tanky most of the tanks if you go full defense you are ignored if you go 2 items attack you can't tank sh1t and some tanks even with tanky dmg build still don't do enough dmg and get the job done.just go aram and if you get a tank you will see you can't tank more than 2 people or even 2 ppl and you have somewhat equal footing in items. The reason I say this because if you take a non tank champion and you put him 3 mr and 3 pr + hp items he pretty much will do the same work as tanks, "being tanky" that is so what is the point of even having the tank class. Another thing that is not good is that melee champions especially the ones with 0 gapclosers their base speed should be superior to ranged champions for chasing purposes, I know still there items that apply slow,summoners buffs,circumstancial speed buffs in some melee champions,reworks that help with that but still seems ridiculous for melee not having superior base speed.Now some1 will say you want tanks/melee champions to be fast LOL but I will say melee champions without gapclosers have tougher job than anyone plus most ranged champions builds will give them bonus speed so the gap further increases.i can compare it to Lineage 2 daggers were fatser than archers cause if they weren't the would be dead all the time simple :D.

Now I will make a suggestion I will compare nautilus and teemo.Teemo is smaller should be faster/more agile/move his legs faster than nautilus but is he really faster?i mean nautilus is a titan 1 nautilus step is 5 or more teemo steps you see where I am going with this maybe the game should introduce something like acceleration/agility to work in conjuction with size/speed. giving an example nautilus can slowly gain space at teemo in short distances and if he can't immobilize/slow him, teemo instead gains advantage in longer distances and escapes,also teemo has better startup.So smaller champions advantage should be agility/acceleration and attack speed(meaning faster animations those who doesn't require channelling of course) over the big ones, something that you can't say distincts them in early game unless they have boots and you don't but still meh attack speed is also low for these champions early game and you can't say they scale good enough late game cause come on all the attack speed comes from items.of course you take in consideration the nature of every champion but I suggest this as class characteristic. mages shouldn't be fast really cause they are not trained in physical combat,haven't trained their body etc of course things will vary when mages have ethereal forms or float in the air :P. Another thing would be introduction of casting speed for mages and attack speed and ad being irellevant to pure mages so the ap is the dmg the auto attack does but still would have to do changes in items and ap ratios to balance things. ad auto attack on pure mages is stupid really.

Of course in this post I talk about base values and how they scale later in game and how they represent their respective classes and individually objectionally

Veraska1 votes

kinda have to disagree with that one, almost every champion thats labeled a "tank" by riot (either as main class or subclass) has a dash or some form of mobility

Sion Nautilus Malphite Maokai JarvanIV Alistar Rammus Amumu Leona Poppy Sejuani Shen Zac

other champs don't but they're ussually champs like galio or singed who don't do what traditional tanks (galio is scene more as a mage by the playerbase anyways) or tahm/taric who are much more defensively oriented - less about innitiating fights and sitting on carries, more about protecting

LordGeovanni1 votes

tanks werent easily killable before but they were far from unkillable with assassins that used to rip through everything regardless of class and adc items that had higher ad and though attack speed items had less attack speed it made it so that you only neeededitem 3085 and item 3006 for atttack speed items and still ad was balanced for armor and health but crit had nothing to hold it in check same as now (item 3143 doesnt hold crit in check at all) but crit was some what random as crit as a stat is intended to be in gameing.

Lordk0z4 votes

Tanks should, at the very least, feel genuinely well, tanky. And I feel we shouldn't be nerfing tank items as much as we should be nerfing the base damage on assassins so that they're forced to go damage.

At least in my opinion, tanks are a shadow of their former selves. And really, more than any other playstyle, are in serious need of buffs.

TyrekGoldenspear4 votes

Well they have to make sure people miss tanks and that burst is high enough to still kill a tank before they revert the cinderhulk nerfs.

Kappa.

Lordk0z4 votes

There are some tanks who you pretty much just throw at the backline to lock it down. Malphite for example thrives on jumping an ADC.

But that isn't my point. My point, right now, most tanks are too easy to kill due to poor itemization and oft-outdated kits, not to mention so many of them doing basically the same thing.

Elite4Runner1 votes

I think the main problem is that currently, ADCs are abusing armor pen, which is a statistic that is intended for assassins. Fortunately, I hear there is an assassin update coming soon. Maybe you should hold out until then.

LordGeovanni1 votes

armor pen isnt balanced on assassins either because their intended targets hardly build armor anyway

Lordk0z1 votes

Making them more separate in identity is all well and good. But when they simply can't do their role and their role is so devalued as in this meta, I feel we need to take a more serious look at the situation

Penns1 votes

Just that Last whisper is worse now than it was lul

depressjhin1 votes

[deleted]

LordGeovanni1 votes

you are they type people that think that healing juggernauts like darius and Illaoi are tanks while adcs that usually stand one place and rip everyone to shreads admittedly dont rip these 2 to shreds fast enough but expect to last as long as them once they are caught

GULAG 4 U1 votes

Yes they do work, hatedaddy I need you to rip this post apart pls

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