The PBE changes show exactly why I've grown to despise Riot's mentality.

hashinshin··2 votes·1,033 views

Rek'sai is OP: Reduce her ratios so she doesn't scale as good.

Syndra is OP: Reduce her early level damage, but keep her late game the same.

My late game fantasy is a mage/ADC killing tanks, apparently.

20 Comments

TehNACHO2 votes

...Isn't that the way it's supposed to be?

Now I won't deny that the mid game is screwed up because people kill tanks way too quickly during the mid game, but isn't the entire point of having an ADC in the first place is to have them act as the late game tank buster?

hashinshin1 votes

Why does there need to be a late game tank buster is tanks die to every class anyway?

Kuroi861 votes

Tanks aren't meant to be unkillable though. You buy defenses so you can be more effective in getting off your damage and CC before your team finishes them off. You soak up the damage and help push towers to get objectives.

hashinshin3 votes

{quoted}

Tanks aren't meant to be unkillable though. You buy defenses so you can be more effective in getting off your damage and CC before your team finishes them off. You soak up the damage and help push towers to get objectives.

and which class can't kill tanks? All classes can kill tanks AND ADCs are strong at killing tanks.

Kuroi862 votes

It's not a matter of who can or can't kill a tank. Tanks aren't bruisers or assassins, your goal isn't to get a penta.

The question is, do you last long enough to be efficient in a team fight.

The question is, how long should a tank last in a team fight to be a proper tank to his team.

4... 5... 6 seconds?

Also consider, if you've pulled hard aggro and the enemy team burns all of their CC and ults on you, you're gonna last a lot less time. Though if you've done this, hopefully your team is ready to capitalize on their mistake.

Dryditch1 votes

You've just described why no one plays tanks. I don't want to die in 5 seconds because my team ran when they should have engaged.

Tanks should last through the teamfight. Plain and simple.

Yet we die instantly. That's a problem that needs to be addressed.

TehNACHO4 votes

5 seconds is actually pretty lengthy if you're peeling for a good ADC. Most ADCs reach upwards 1500+ Physical/True DPS by the late game if they're building correctly. If you wasted 5 seconds of the opposing team's time soaking up all their damage while your ADC stays unharmed and is still firing during that time, you effectively just contributed towards 7500+ physical damage towards the opposing team by being a tank, even if for 5 seconds.

See, the thing is, it's not the Tank's job to live longer than everybody in the game necessarily, it's their job to create a frontline that lasts just longer than the opponent's frontline so that the Carries get as much time as possible to utilize their DPS based damage. If your tank died even 1 second longer than the enemy team's tank, they've already succeeded at being useful. From a macro sense, if 5 seconds is long enough to peel for your carry successfully, the tank has already succeeded.

Dryditch1 votes

You're right. My issue isn't dying. It's dying because I left the base on my own to intercept a minion wave in mid lane, right before it hits my turret.

My issue is dying almost instantly to a team while my own runs away crying.

Tanks aren't invulnerable. Not at all. But they shouldn't be squishy like everyone else. We rarely last 5 seconds.

killd0zer1 votes

They aren't squishy like everyone else though. If you last 5 seconds against someone, a fellow ADC would barely last 1.5-2

TehNACHO1 votes

I want to say less than half a second.

Damn dirty Crit Talon players.

Kuroi862 votes

Actually no.

If your team runs and you die, it's not because your items are bad, it's because your team is bad.

And again no, tanks shouldn't always last through a teamfight. A good tank does one of two things. He either jumps in and locks down his target until his team can assassinate them, or he jump in and he provides such a threat to the enemy team they have no alternative but to blow their CC and damage on him.

If I'm playing Malphite, I fully expect to die each team fight. My style is simple, I flank the opponent, my team fakes an engage, and I ult in. By the time the enemy team is able to react, the carry and one or two other squishy targets are half health or below. They don't have a choice, I'm Malphite, I eat carries for breakfast given the chance. They have to blow ults, CC, every major cool down on me or else lose their carry. I die, but suddenly my team is on top of them cleaning up. The trade ends with 1 for 5 and we get a tower.

Obviously this is an optimal situation, but I've been in it a lot in the past and it's a strategy that I've found works. I don't count myself weak or my items bad because I died, they did what they were meant to do, they forced the entire enemy team to focus me because they all knew that if one just tried to take me on while the rest went on my team, I'd never die.

If a tank lasts through a team fight, it means that your game is a shut out, that every one of your lanes is fed and the enemy team has no damage. If it's a close match, expect to die, you're a tank, it's your job to bite the bullet for your team.

Dryditch1 votes

Also a Malphite main.

I don't mind dying if it's for a good cause, but a champion built full defense shouldn't die as fast as a carry does.

I've won teamfights for my team as Malphite, but I've also been abandoned more times than i can count, and melting without an impact feels like shit.

Tanks should fundamentally be able to survive a one second engagement if they leave base to farm alone.

The Whamboozler1 votes

If your team abandons you, the problem isn't with scalings or champion stats, it's with your team. No amount of stat, scaling or item changes will remove bad calls from the game.

Kuroi861 votes

Except you don't die as fast as a carry does. A carry can eat one or two ults and be dead. A tank can eat a whole teams and still have a sliver of health left.

If the enemy team is poking at you and you melt, then that's a problem. If they burn their CC, their ults, their executes on you, and you melt, then they just wasted their big cooldowns on you and you had an impact.

Yulen Xoshxius2 votes

Aren't they doing that to test it first in the PBE, and then see how it works? Or are they putting it in the main game without testing it?

FiraBurn1 votes

It's must likly gonna go live. To much nerf syndra and rek sai post. I don't mind tho they are pretty strong now.

Bodkins Odds1 votes

I'm not sure about the Syndra nerfs, but the Rek'Sai nerfs are just to the AP ratio on her Q. That's just to keep people from building pure AP on her, because it's crap early & mid and even more toxic than old-school Nid spears late.

Are1 votes

I don't mind ADC being able to kill tanks, but the design was supposed to be that ADC are so weak early game, that they require a support to help them in lane. It's okay for them to be as good as they are in team fights, being protected and dealing massive damage, but it is NOT okay for them to be able to 1v1 everyone. They're supposed to be as durable as paper which is why they require so much peeling in fights.

But you know, that's not how things work.

The Whamboozler1 votes

The "original" meta was not what it is now. Originally there WAS no meta and ADC's were often sent mid alone instead of bot. ADC's are supposed to be fragile and in need of a lot of gold to build up but able to put out strong, constant damage, especially late game once they have the items they need. Where and how they're used came later on and Riot has pretty much embraced and reinforced the meta over time.

ExecutorDill1 votes

I'll keep this short.

The formulas used to calculate damage dealt is in favour of damage. Basically you can have 300 armor, and say your opponent only has 100 AD. After reduction your opponent is dealing 25 physical AA damage. So say if you have 100 health the person will take 8 hits to kill you. No matter how much defense you have, you could never fully negate damage with defenses, this is how damage surpasses defenses.

In a game where damage is required to do everything needed and defenses are only valuable when it is coupled with damage, I'd say being a Tank has become the worst job ever. I rather have Quinn Top Lane than a DrMundo!

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