The Problem with Tanks

TheEmperror··1 votes·1,131 views

After going off on an unexpected rant on Twitter, Tacun suggested I post my thoughts up here. Since I unexpectedly feel very strongly about this, I figured I might as well...

Over the past few years, it feels like tanks have lost their identity; they're easier to kill then ever, while their damage is at an all time high. How did we get here?

  • Itemization and rune changes for most roles have increased overall damage output, while leaving tanks with items and runes that, while increasing utility, have done little for survivability
  • A clear increase in sources of true damage, as well as an increase in damage based on target's health % have made it increasingly difficult to properly itemize against relevant targets

In response, the balance team have slowly increased their damage to compensate. This, in my opinion, is what has led us to where we are. Let's look at the current, most relevant tanks:

Nunu: The only exception on this list, purely up here because he's overtuned Rammus: Situational, deals too much damage Malphite: Situational, deals too much damage Maokai: Deals too much damage Poppy: Deals too much damage Sion: Deals too much damage

Now, I hear you asking, who am I to decide what is considered "too much" damage? Let me ask you this:

Should a tank deal as much damage as a Kha'Zix? Xin Zhao? Sivir? Because even the lowest average damage of these "tanks" (not counting Nunu) is within the 90th percentile. (Stats taken from lolalytics.com plat+, last seven days as of feb 19)

Let that sink in for a moment. These champions are expected, on average, to deal as much damage as the very people they are supposed to rely on for damage in the first place. These are not tanks. They are bruisers. They are juggernauts.

Now don't get me wrong, there is definitely a place in the game for champions like that. I love bruisers. I love juggernauts. But those roles are filled. Meanwhile, the real tanks have been left wanting for years. And as time goes on, this problem is only exacerbated. Look no further than the Kayle rework's true damage passive. (The reworks looks awesome though, and I will definitely check her out <3)

Now, I'm not gonna post this entire wall of text and not give some suggestions on what I think should be done (I realize not everything on this list might be viable, but I'm posting it anyway)

In no particular order:

  • Decrease tank damage The obvious one. Tanks are designed to amplify their teams damage, not do it themselves.

  • Improve itemization Let's say you wanted to build MR. But you also want health. item 3001 Abyssal Mask without the mana passive is terrible, while item 3194 Adaptive Helm just isn't always relevant. You either need to stack item 3065 Spirit Visage, or get a bunch of stats and passives you either don't want, or don't need. Now don't get me wrong, having utility items to choose from is fine, but it shouldn't be at the expense of actual survivability. Tanks are supposed to "piss off" an entire enemy team and live long enough to allow their allies to use the window they create, and nobody likes to watch half a teamfight from greyscreen.

  • Reduce overall damage This is a tricky one, as this has the potential of making other roles not fun to play, but increasing time-to-kill would increase the impact of everyone's abilities due to being able to use them more often.

  • Increase team-reliance Again, this is treading dangerous waters, but making players more reliant on their team means tanks might just get a chance to shine again.

I have been playing this game for almost 6 years now, and to me, there really is nothing quite like it. I've been here through thick and thin, at the best of times, and the worst. Riot has done an amazing job, which is why I feel feedback like this is important. Praise them when it's deserved, and help where you feel you can. I hope people take this post to heart, and I hope it's been of some help to whomever reads it.

6 Comments

Done253 votes

Now hold up. There's a huge difference between doing damage 1v1 to a target, and doing damage 1v5 to a team. Tanks excel at the latter by their very natures of doing lots of AoE and sitting in the middle of the enemy formation ala. Amumu/Rammus.

TheEmperror1 votes

I don't care specifically "how" they're doing their damage, so much as the amount of damage they're doing

Done252 votes

{quoted}

I don't care specifically "how" they're doing their damage, so much as the amount of damage they're doing

You should. Because there's a huge difference between having the entire enemy team at 30% HP, but alive, and having three a 100% but the ADC and the Mid are dead.

5×70% = 350% of enemy life bars, but even though it's more damage it's still not as useful as doing 2×100% for two kills.

Ralanr3 votes

I do not believe a tank is doing as much damage as a Sivir or Kha’zix, or at least, not after the Sivir and Kha’zix have built damage.

Tanks hurt squishy and no resistance people because the point of being squishy or having no resistances is that people hurt.

TheEmperror1 votes

Champions don't deal all their damage to one group or another, if they would, they would be unplayable.

As for not believing the numbers, not only do the stats not lie, they make sense; out of the 19 champs listed as tank, 11 of them have an ability or passive that deals damage based on target's % health. Even tanks are killing other tanks.

How does dealing 36.5% of a target's maximum health help a champion like Ornn protect his team? By that logic, Yasuo is a tank, cause if they're dead, they're controlled.

Ralanr1 votes

Ornn is a vanguard, he’s meant to be more aggressive than protective.

The %health thing is to prevent noodle fights. That damage is actually weaker against squishies (but since they don’t bother building any resistances it feels a lot more dangerous to them).

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