Did buffing Mundo create some sort of tank meta?

VoraciousX··2 votes·1,073 views

I can't think of any other reason why I am constantly seeing 3 tanks per game again. It's extremely infuriating. It's not even the champions that were buffed(aside from Poppy and occasionally Mundo). These games are extremely frustrating and dull(because you can't really do anything). So when is this tank meta going to end and when can I start playing the game again?

3 Comments

Astorine1 votes

No matter what the meta is people complain. I find it refreshing from the early game dmg assassin rape i'm used to.

woodvsmurph1 votes

First off, poppy did not get a buff. She got nerfed overall, with one minor buff that was far outweighed by the nerfs she was also given.

Second off, the tank meta is due to adc's being far too powerful. To deal with this, people pick cc-heavy tanks that either engage or (more often) peel for their teammates to maximize potential to lock down enemies for their teammates to kill while minimizing the damage they take. Need further proof? Just look at their itemization - not one shred focused on winning fights in lane - titanic hydra's, sunfire capes... none of that stuff you'd see in seasons past. Just pure durability and utility in their itemization. Top lane isn't boring because of tanks... it's boring because the game is balanced as though it's focused exclusively on drawing in fps players by making adc the sole meaningful role. And before someone gets their shorts in a knot... other roles CAN have an impact besides being a meat shield or an enchanter to empower adc's - you are correct; however, it requires far more (at least double) effort for others to have the same impact as an adc. And a bad adc right now outweighs having a superior mid and toplaner.

If the game were returned to a less team-centric/team-dependent style and classes were given BALANCED power curves (aa-based melees are too damn strong... since adc's are and melee aa-based champs use similar itemization), we could get back to when all roles mattered. When every role had times and opportunities to impact the game through various tactics beyond just teamfight and the occasional splitpush. Tanky damage dealers wouldn't have to go either full tank and have no meaningful damage while not being as tanky as tanks nor go full damage with the durability of a janna late game in order to have relevant damage. But until some of that shit changes, you are going to have a lot of tanks.

VoraciousX1 votes

{quoted}

First off, poppy did not get a buff. She got nerfed overall, with one minor buff that was far outweighed by the nerfs she was also given.

Second off, the tank meta is due to adc's being far too powerful. To deal with this, people pick cc-heavy tanks that either engage or (more often) peel for their teammates to maximize potential to lock down enemies for their teammates to kill while minimizing the damage they take. Need further proof? Just look at their itemization - not one shred focused on winning fights in lane - titanic hydra's, sunfire capes... none of that stuff you'd see in seasons past. Just pure durability and utility in their itemization. Top lane isn't boring because of tanks... it's boring because the game is balanced as though it's focused exclusively on drawing in fps players by making adc the sole meaningful role. And before someone gets their shorts in a knot... other roles CAN have an impact besides being a meat shield or an enchanter to empower adc's - you are correct; however, it requires far more (at least double) effort for others to have the same impact as an adc. And a bad adc right now outweighs having a superior mid and toplaner.

If the game were returned to a less team-centric/team-dependent style and classes were given BALANCED power curves (aa-based melees are too damn strong... since adc's are and melee aa-based champs use similar itemization), we could get back to when all roles mattered. When every role had times and opportunities to impact the game through various tactics beyond just teamfight and the occasional splitpush. Tanky damage dealers wouldn't have to go either full tank and have no meaningful damage while not being as tanky as tanks nor go full damage with the durability of a janna late game in order to have relevant damage. But until some of that shit changes, you are going to have a lot of tanks.

The fact that you don't go untargetable when she snapcasts ult is a major buff, allowing you to be triple locked down due to the combo pattern of Poppy. Then the fact that she can E you from half a screen away. She got more than one "minor buff". The range at which she could cast E basically gives her a LOT more zoning control than she had before, and it was already like walking on eggshells when you face her in lane. There's always been a time where she would be able to zone you and eventually you'd get wall banged. Now she can do that from a lot longer distance. Her passive also gained 50 range, her knockup doesn't make you untargetable. Her R has a faster missile speed(400 extra). If anything she received far more buffs than nerfs. She only lost some durability(she already had plenty), and movement speed. What she gained was far more CC chaining ability and lockdown potential, as well as an increase in poke(from her passive). AT THE VERY LEAST this was power neutral. But I consider it a buff. She lost some durability but she already had plenty, EVERYTHING ELSE SHE DOES got buffed.

Also, I wasn't CONSISTENTLY seeing 3 tanks per game until JUST RECENTLY. It was generally 1, 2 at the most. Now I've been seeing 3. ADCs have been too powerful for a long time, that isn't the reason. I also wasn't talking about top lane. As a Kat main, having 3 tanks in a game is soul crushingly boring and it requires 10x more effort against 3 tanks than it does one or two. In a situation like this there's literally only 2 champions you can potentially kill. It's especially troublesome if you're the only one fed.

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