How to improve tanks
Tanks are obviously not in their best state right now and they would benefit from some slight tweaks, These are my ideas:
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Keep tanks as vulnerable as they are now in the early game but increase their damage to minions (only minions, not champs) so that they can better control the waves and safely farm in lane. In their current state, trying to get CS and getting the wave in a good place against champions like Darius, Renekton, Fiora, Jayce, Irelia with the low damage tanks deal to waves is a disgrace.
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Introduce more items to allow for more variety. Tank items are very one sided and inflexible: you build
early to farm,
to tank the enemy mage,
to tank the adc and the rest are optional but with very few viable alternatives.
Never have I seen this item being relevant past the early game, the return damage is insignificant and later in the game champions you built that item for just stack so many heals that grievous wounds become useless.
This item is VERY niche and really useless on tanks since raw defensive stats a useless without HP stacking.
I cant even remember the last time I've seen this item consistently on a tank. It gives a shitton of armor but guess what, raw stats are not worth if you want to tank because of lack of HP, also the passive on that item feels really insignificant, 15% less attack speed is barely noticeable when items like this
give 40% and adcs usually build 2 Zeal items on top of their
.
This item feels like its much more useful on bruisers and immobile juggernauts than tanks, you really dont need that empowered auto that slows on a champ that already packs a ton of CC.
This item looks like a great idea on tanks, in fact it may sounds amazing on paper but ingame it sucks big time, in fact you only see this item on
and
and sometimes as a desperate holding nexus strategy when you have 2 or 3 inhibs down. I like this item but it needs changes in the raw stats it offers.
This is one of my favorite tank item concepts, it gives everything a tank wants and needs: health, mana, cdr, HP regen, armor and an active to stick to enemies and slow them down. Whats the problem of this item? Problem is you need other items first to be able to even last for the 2 or 3 seconds it takes to get to the enemy backline and games dont last enough to get to the point in which you will be able to build this item.
This is by far my favorite tanky item concept. It gives defensive stats which are increased in teamfights and an active that doubles your max HP while in a big fight. I also love the fact that it decreases the wielders damage when passive is active because tanks are not meant to be a damage threat to enemy squishies, just a CC threat. And its also cheap which allows for champions that dont usually get kills (tanks) and in general have a lower gold income to easily buy it. Problems with this item? It only works as a 5th or 6th item because if you dont stack HP, there is no HP to double. -
Reduce the amount of % armor penetration these two items give
. Tanks dont need to be the first to die in a fight. A tank wont realistically be able to 1vs1 the enemy adc while its being peeled by their team. The team that loses their damage carries first is in most cases the team that loses the teamfight, so why making tanks so easy to kill when they are not a real damage threat to the enemy team? If one team loses their carries in a fight, their tanks are eventually going to die too. -
Items like these
may be balanced on their own, but when paired together they just mow tanks, there is nothing you can build or do against them. On-hit damage is very controversial, especially on champions that can heavily abuse these items. I thing in general these 2 are fine excepting that Phantom Hit passive on
, that thing needs to disappear. -
The rune system doesnt benefit tanks at all. Grasp is more useful on bruisers than tanks, Aftershock is the only decent keystone for tanks in the tank tree and its already been nerfed and Guardian is honestly more of a support keystone than a top lane tank. Demolish is very good for tanks. Font of life has already been mathematically tested to be complete bullshit and worthless. Shield bash is crap because guess what, tanks want tankiness not damage!! Honestly that rune is more useful on champion like Riven. Bone Plating has been nerfed because it was picked on pretty much every champ that needed to survive early game poke. Unflinching and Revitalize are better on supports and bruisers respectively. Honestly the tank tree needs a big change, I would create a brand new tree for tanky supports and change the current main tank tree to better fit the role.
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There is so much true damage, % damage and on-hit effects abusing in this game that its basically impossible to tank all of that, most of the new champs have stupid untankable damage characteristics.
true damage on every auto after lvl 16.
ult is a % HP execute.
ult is a % HP execute.
a lot of % AOE damage on his passive.
massive true damage Q on a very low cooldown.
Tank? Pff I'm Darius bro.
This champ was made to kill squishies but the amount of damage she does to tanks with her MR shred and % missing health ult is absurd.
Her passive and ult are unaffect by whatever item you get, the more HP you build the more dmg she does and armor is just useless.
barrels ignore armor, than god this was nerfed a long time ago.
Good luck trying to last more than 2 seconds against this fine lady.
Passive designed to destroy tanks which has a stupidly strong sinergy with this
.
Youre just a big stack of meat ready to be turned into a kebab when you fight this guy.
hehe tanks btw.
if you get tagged by his passive there is nothing to tank there cuz true damage. And dont forget all the Conqueror abusers on top of this.
My point with all of this is that there are lots of counterplay options against tanks but very low options for tanks to deal with that kind of damage.
This was my perspective on the game from the point of view of a person that doesnt main any lane or role and just enjoys to try a bit of each and I honestly feel like tanks are the most helpless champions in the roster. I hope the textwall wasnt too tedious and feel free to bash me as much as you want, I know how the boards work in terms of roasting.
actually reduce TOTAL attack speed, still not a bad example considering its entirely useless against ad casters (most of which can build black cleaver which also gives 20% cdr AND ->400 HP<-!!!) and even many auto reliant champs have some form of auto reset or actions to perform between autos.
supposed to deal with tanks? If you play Fiddlesticks or anyone else without bps you'll notice that tanks are still really tanky.
they eat tanks for lunch
and 2 zeal items you still need like a tristana Q to get that close to the AS cap. It just makes certain champions like