[{quoted}](name=Sire Hippington,realm=EUW,application-id=3ErqAdtq,discussion-id=ZEbanaey,comment-id=0004,timestamp=2019-02-16T12:28:59.960+0000)
Exactly, tank design needs to go back towards S2, when tanks usually had 1 string CC in the ult for initiation and one strong or two weaker CCs in the base, but more other utillity and more survivabillity(in the overall context of their kit, items and the damageoutput they faced)
Takeing a look at Malph for example, he has a big ult, the spamable slow Q and then strong extra utillity with his AS-slow, he doesn't lock you're as down for years all on his own, he doesn't have %max damage, and while his burst vs squishys is decent, without going AP he won't pop anyone. And imo it's fine when a tank can do a good chunk off a squishy, that's what you get for going glass cannon. What i'm not fine is that every tank has %health damage to deal good damage vs other tanky targets, it's art off why tankiness feels so bad if even other tanks stay a real damage threat.
Amumu is annother good example, a singletarget skillshot stun in his base, big aoe ult for teamfights, and that's all the CC he needs, and then you have his passive to amp allied magic damage and his own dps.
And yes, i know i complained about %hp damage on tanks above, but in amumus case it is(or was) his niche, he was the tank to take on other tanky targets and more like an AP bruiser, it was **his **thing and not a genral design strain for tanks.
Or looking at some recent reworks:
Gallio going from a soft CC, a strong armor/mr buff, a aoe speedboost that also acelerated minions and his big ult into two hard CCs in his basekit with one more on the ult and lots of damage and no other form of utillity.#
Nunu went from a strong high uptime MS- AND AS-SLOW, a high uptime high value ally AS+MS boost and a strong aoe MS **AND AS-**slow to a knockup, a minor slow that can turn into an aoe root and a big aoe slow with some gimicky as/ms boost for an ally that is hardly noticeable.
They just keeo removeing unique forms of utillity, especially things like AS slow that would actually take some damage out of the game, and instead throw in more CC and damage, which results in tanks becomeing opressive whenever they are actually as tanky as they should be.
I think there can be value in both styles, if balanced well. And Riot might agree, since, as far as I’m aware, Amumu is not a VGU candidate. I think his buggest issue is he’s better off building straight AP bruiser than tank. They can’t hurt you as much if you chunk their health.
The problem with old tank kits is, unless the other team is also attacking you, you can mostly ignore the tank. Amumu may debuff you, but if not one can hit you, he won’t feel like hems doing much. Whiff the ultimate and often times you have little way of stopping the enemy team. There’s also the Vanguard Warden discussion, where a Warden would likely need more CC for peel, while a Vanguard could use the more offensive utility, like an armor debuff or Brittle.
AS slows can function well, but they only work on aa based champs, and so when those are less prominent, it has less value. The reason i want Malphite (beyond his visuals) to get a rework is make his Q less reliable (and so possibly not cost him 1/4 of his mana), get power off his ult, make his W active a little better, and swap the AS for a different debuff. I don’t want him to be a 4 CC tank. Riot also seems to think something in Malphite’s kit isn’t hitting the mark if he’s, if I’m right, a tier 1 or 2 candidate.
There’s ways for tanks to reduce damage beyond AS slows though. Braum with his shield, for example. Maokai’s old ultimate. These are a bit less conditional on what champ is attacking you. There can be room for AS slows, but it has to fit. They also aren’t the most unique anymore when any tank could pick up Frozen Heart and a Cold Steel passive and get the AS slow that way.
But both can be balanced wth each other if done properly.