My hope for the Tank Update
My hope are these things.
1: Less Linear At the moment with a couple exceptions tank gameplay on real tanks consists of: Take no damage while radiating AoE and doing too much burst. Or die before reaching any enemies. As we know from the Cinderhulk crisis of S5, tanks can become "I stand on your team with damage going and eventually you die."
What I would like to see instead is more opportunities for tanks to succeed or fail based on their skill and planning.
is a prime example of this. Tanks should have ACTIVE agency over fights. From varying and versatile but dodgable CC, to damage being more than "I walk on you/click on you and damage happens" instead "I put forth active effort to damage you."
Tanks should have a say in when they succeed and fail. They shouldn't be infallible when too strong and worthless when weak. More abilities that can fail but reward succeeding well.
Champions should be rewarded for succeeding. Not existing.
2: More build options This happens to a couple classes. But I would like to see niche items be more viable and trash picks to be reworked. While toxic ones could see revisions. While they are more versatile in builds than say... Marksmen. They still could use some work in the area.
I'd rather stop the "All top lane tanks rush sunfire" stuff.
3: Less role restricted A lot of tanks who use to be viable in multiple roles now only go jungle. Or only go top. Or only go support. I would like to see fewer tanks balanced to do a specific role and more balanced to be generally decent champions. In general I'd prefer this for all classes.
4: Shit early, great mid, shit late**** Mentioned already by Big Lincoln. But I would prefer if tanks had differing power spikes or if some were generally good most the game but excellent nowhere. At the moment tanks have low agency early game except a couple top laners. And then great mid games followed by trash late games.
Conclusion No class in the game should just win because their items or design is tuned higher. League is suppose to be competitive. It is suppose to be decided by the culmination of the mistakes, victories, plays, decisions and communication of 10 people. Never should a match be decided completely because they picked x champion or I build x item. Items and stats should be contributing factors to decision making, not THE deciding factor in winning. Any rework or design including those for tanks should keep that in mind.
At the moment too many tanks consists of 2 decisions and 1 gameplay tactic. Then pray you win based on how long your stats hold and how much your damage auras deal. I think tanks don't just deserve but NEED more expression of their skill. More agency. So when a play goes well a player can say "I did that" and when it goes bad they can say "They played better than I did". Versus the current issue of "I had enough armor" or "I didn't have enough armor".
Giving any champion or class the opportunity to fail means you can reward them more for success.
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a hole rework ofc
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and
are fine kit-wise.
and
tho ?
JUGGERNAUTS BUILD FULL AD NOW!!!!