"tanks are too OP"
Is generally immediately followed by "ADCs melt tanks like nothing". You guys do understand that those are incompatible things right?
Is generally immediately followed by "ADCs melt tanks like nothing". You guys do understand that those are incompatible things right?
Tanks are not weak persé right now.
They're incredibly strong and well rounded midgame But they fall off incredibly hard lategame.
Grasp of the undying, buffs to SunFire Cape. Tanks deal a good amount of damage in the midgame, have all that CC and are tanky.
But when lategame comes, their damage falls off and gets nullified by lifesteal.
Their defense (aka their entire itembuild) gets heavily reduced by 
tl;dr Both complaints are both true and false, because both sides are complaining about a different stage of the game.
But 100% agree that Yasuo should be disabled.
for next season, there are 3 things riot should do
Nerf keystone masteries. There is absolutely no good reason to keep them the same when we've seen a massive dmg increase to all champions as a result. It is honestly creating toxic gameplay seeing players abusing the keystone masteries when instead, these masteries should have more impact on strategic play and less impact on general gameplay.
Nerf the armor penetration amount on lord dominiks/mortal reminder. As an adc main, i shouldn't be able to melt through tanks in literally a couple of seconds with just a few items if they have a couple armor items.
Fix creep block. THIS has been the worst aspect of this game this entire season. When the game can't even decide the best autopathing fo my character and instead, makes my character move back and forth in a glitched manner, you KNOW the creep block is bad.
Umm blade of the ruined king plus lord dom melts tanks
Tanks are good mid game, absolutely useless late game. You can have 500+ Armor against a full AD team but unless you're Malphite you still get melted if everyone is at full build.
Not neccesarily. This isn't a mmo-rpg, tanks main purpose isn't soaking damage. Their main task is either peeling, or setting up plays, both doesn't require tanking that much. A malph for example just needs to survive through the animation of his ult-Q-E to have most of his impact, and if it was done right with the needed followup, there is no adc left to melt him after wards. Similar with an Alistar W+Q combo, or mao getting of root(which makes untargetable) into Q.
Another huge thing to consider is gametime and hiw each one performs from the beginning. Tank gear spikes early/mid, and if ahead, this means tanks can actually become really tanky while theri base damage are high enough to kill squishys with only little followup. However, later on(5+items), damage, especialyl adc, outscale tankiness and suddenly tanks melt pretty fast, same for tanks that fall behind early, especially if the opposing carry gets fed at the same time. and since the scaleing is against tanks, theire is little chance on comeing back from that state, once you are that far behind that youe get melted as a tank, it stays that way.
But again, as a tank, you often have enougth impact with a 'fire and forget' action, so getting melted doesn't mean you can't have big impact.
For fighters, things look different, they need to stay alive for some time to do their thing, and those are usually fucked later on in the game. Which again, doesn't mean they are bad overall, as theri early-mid usually is massive, but their powercurves arew so hard forced that playing them often feels bad, as you kinda have an expiration date and only work as splitpushers later on, as they hardly can get going in teamfights.
The issue is that tankiness(from items mostly) on it's own spikes hard early/mid and falls off hard late compared to damage, which forces this powerspike on nearly all champs that rely on beeing tanky, which hurts strategic diversity and feels bad for tanks if games ever get drawn out to the late(and similar bad for carries that have to deal with the midgame spike of tanks). Another VERY big issue is that tankiness always is far better 1v1 than 5vs5, unless the damage is enough to kill your opponent in one rotation 1v1, as you have to tank the potential damage of up to 5 oponents in a 5v5 beeing a melee. The only way to really solve that are defensive mechanics that sclae with the number of opponents, and overall shifting more power from early to late on tankiness.