A Case for why "Size" Should be a (Tank) Stat

ModCaptainMårvelous··45 votes·13,553 views

#Intro

When it comes to tanks, there's a lot of ideas about how they should be/play. CC, Durability, Utility, sustain, initiation and more are all things considered to be 'tank" features. Very few consider "size" when it comes to a tank stat however. That idea instead comes from the notion of tank design: Tanks are burly, tough, durable fighters. For this, I'd like to propose the addition of a new stat called "Size" to the game.

#1.) What Does Size do?

It makes you bigger.

#2.- Wait that's it?

Yep.

#2.) Ok so why is it a big deal?

Size factors into numerous but often unseen parts of character kits. This also has a factor on champion skills too, as often many skills radiate from the center of a champion. This means skills that come from the champion around them (Often tanky characters) benefit from a larger hitbox. Size accounts for several things tanks want:

  • Body Block: Tanks want to make it more difficult for enemies to click/target squishy allies. Size also helps block skillshots by being...well, huge.

  • Fantasy: People love being huge characters. Nobody wants to be 5'11" when they can be 6'1". This fantasy fits tanks perfectly.

  • Anti-Abuser: Conversely to what I listed, ADCs and Assassins hate size. It makes them easier to hit, easier to target and more susceptible to CC because of a larger hitbox. By putting size on items, you're effectively making these items less desirable while changing nothing about them save for this stat being added.

#3.) But what would the gold-efficiency be?

  1. Not even kidding. Right now "size" is often an afterthought on kits. Zac's size, Malphite's size. Cho's size. It's more thematic than any sort of gameplay loop. That said, it's not exactly a stat that's always a net-benefit to have. You take more damage, which means more opportunities to fail. Theoretically you could increase gold prices FOR this new stat but personally, I don't think this is big enough to warrant a gold increase.

#4.) What about battle mages, divers and juggernauts?

While it's true many champions such as Lissandra, Vlad, Garen, Nasus, Camille, Vi and Karthus benefit from larger sizes, you can easily put the stat on items they don't normally buy such as Randuins, Gargoyle Stoneplate and Locket of the Iron Solari. In addition, you could also opt not to care too much and instead allow these champions to have some size benefits but nothing as large as a tank.

Feel free to provide thoughts as you see fit.

#TL;DR

Tanks want be big. Size make tanks big. Non-tanks don't want be big. Non-tanks dont buy tank items as much.

57 Comments

DerMangoJoghurt12 votes

While I like the idea, I think size increases should only be minor.

Some tanks already have big models (e.g. Sejuani) and a major increase in size could just make them way too big, especially if there are multiple tanks in both teams. Additionally, changing in size is a core fantasy for some characters like Cho'Gath or Zac. If every champion has access to that, they'd lose part of their uniqueness. For Cho'Gath his size is also an indication of his stacks and general threat, which might get obscured. And lastly, there are other important gameplay indicators that use size, like Steraks or Lulu's R, which might get drowned out or not show up at all if the targeted champion is already close to maximum size.

On the other hand, I really like the concept of visual stat representation. Imagine being able to intuitively estimate someones strength just by looking at them, without need to check their items. While displaying damage threat is arguably more important, larger models according to your defenses are a step in that direction.

Frostfel1 votes

You could attach "size" to health. To balance it out "size" would increase a little for every 500 or 1000 health depending on which is better balanced. This would increase champions who build HP (which almost all defensive items have HP and some non defensive items), and since it would only be a little "size" increase it would not interfere with fantasizes such as Cho'Gath. After all ADCs don't get 4000+ HP and Juggernauts would be smaller than tanks since they don't build HP that high.

Z3Sleeper2 votes

Juggernauts would actually be bigger than tanks then.

Juggernauts build health items and generally generate more gold to build them. Tanks build Armor and MR items that were specifically nerfed to have less health and more resistances.

The only exception to this is tank junglers who build cinderhulk (granted those are really the only viable tanks right now).

Saezio2 votes

Tank junglers aren't really that viable.

Tank supports on the other hand did dominate the recent MSI

Ragnaveil1 votes

Like they kinda do in pro play in the first place. They are less favorable in soloqueue cuz they are heavy team reliant.

Z3Sleeper1 votes

Oh yeah that too.

ThisName1sDumb1 votes

{quoted}

Tank junglers aren't really that viable.

??? Amumu and Rammus are the highest winrate junglers right now. Nunu is pretty good too

Saezio1 votes

Rammus is, but he will be nerfed 100% next patch.

Other than him if you check tier list on any site for d+ or even p+ games, the likes of heca, karthus, elise, xin, k6 are the top picks.

Sure, nunu is viable too, I'll give you that.

I am talking about shit like zac, maokai, malphite, mundo, gragas. They plain bad in soloq even seju is trash in soloq

ThisName1sDumb1 votes

{quoted}

Rammus is, but he will be nerfed 100% next patch.

Other than him if you check tier list on any site for d+ or even p+ games, the likes of heca, karthus, elise, xin, k6 are the top picks.

Sure, nunu is viable too, I'll give you that.

I am talking about shit like zac, maokai, malphite, mundo, gragas. They plain bad in soloq even seju is trash in soloq

Zac and Maokai and Mundo, yeah. They're kinda just weak in general, but I get your point.

Malph isn't really played in the jungle, and Gragas generally builds ap these days so he's not exactly a tank. Seju is decent. Even in Diamond+ from what I see Amumu, Rammus, and Nunu are all above champs like Heca, karthus, Elise, Xin, etc win rate wise. (That's based on LeagueOfGraphs and champion.gg, though champion.gg is just plat+)

Frostfel1 votes

Tanks in general still have more HP than Juggernauts because they normally wouldn't build a couple damage items like Juggernauts do. So overall Tanks should still be bigger than Juggernauts. Also the Juggernaut items that Tanks don't build also have less HP than the actual Tank items.

Z3Sleeper1 votes

Juggernauts build health + damage items.

BC gives 400 health and costs 3000g Steraks gives 450 and costs 3200g Deadmans gives 425 and costs 2900g

Randuins and Spirit Visage (which Juggernauts also build) give 400 and cost 2900 and 2800 respectively. Every other tank item other than Warmogs gives less than that except for Sunfire which gives 425.

Couple that with the fact that tanks typically build a Glacial item for the CDR which offers 0 health and support tanks build Locket.

Currently a lot of them are building Trinity + DD right now though, but the ones that aren't such as Darius will benefit much more from this (plus size increase is insane for him specifically).

ModCaptainMårvelous2 votes

{quoted}

While I like the idea, I think size increases should only be minor.

Some tanks already have big models (e.g. Sejuani) and a major increase in size could just make them way too big, especially if there are multiple tanks in both teams. Additionally, changing in size is a core fantasy for some characters like Cho'Gath or Zac. If every champion has access to that, they'd lose part of their uniqueness. For Cho'Gath his size is also an indication of his stacks and general threat, which might get obscured. And lastly, there are other important gameplay indicators that use size, like Steraks or Lulu's R, which might get drowned out or not show up at all if the targeted champion is already close to maximum size.

On the other hand, I really like the concept of visual stat representation. Imagine being able to intuitively estimate someones strength by looking at them, without need to check their items. While displaying damage threat is arguably more important, larger models according to your defenses are a step in that direction.

That's fair, although I disagree with taking away from the core fantasy of Zac/Cho unless Size is an absolutely fucking ridiculous stat.

Bear in mind I'm not suggesting that one size item suddenly makes you a six stack Cho. There's also the case where Size can have diminishing to prevent larger models like the aforementioned Sejuani from blocking the entire team under her giant fucking boar. Is the idea so perfect I'd demand Riot put it in the game as is? No. Do I think the idea has merit and exploration potential? Absolutely.

Moody P5 votes

god imagine if sejuani turned into an 8ft tall amazon and ganked you

Critmaster Garen9 votes

[{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=bG2yio0L,comment-id=0002,timestamp=2019-05-25T10:42:46.566+0000)

god imagine if sejuani turned into an 8ft tall amazon and ganked you

https://imgur.com/a/7ShLS4V

Naono2 votes

[{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=bG2yio0L,comment-id=0002,timestamp=2019-05-25T10:42:46.566+0000)

god imagine if sejuani turned into an 8ft tall amazon and ganked you

Imagine how thicc she'll be 😊.

I like the idea. It can be tied into health though. Like 3k health increase size by 0.5. or every 100 health after 3khealth increase champion's size by 0.1.

Could increase/decrease the health needed or size given.

Could be tied to armor/mr as well.

DalekZec5 votes

Just be careful what you wish for. If body block due to size becomes a thing then imagine Chogath And his size that covers the entire width of mid lane. That's a Yasuo windwall except an Ezreal r can pass through. Plus we don't want the return of tank meta. The Maokai 1v5 match still haunts me to this day from season 5.

MordridtheBlack1 votes

easy way to counter this, have someone always play Sylas since he can jack Cho's Ult and use it to become bigger

DalekZec1 votes

{quoted}

easy way to counter this, have someone always play Sylas since he can jack Cho's Ult and use it to become bigger

Wait that works? Sylas can become perma giant?

MordridtheBlack3 votes

unless they fixed it in the most recent patch

yes

https://youtu.be/BL3vuM_X8B0

Cho's stacks are a permanent buff off his Ult, therefore, Sylas can use that and gain the buff

DalekZec1 votes

{quoted}

unless they fixed it in the most recent patch

yes

https://youtu.be/BL3vuM_X8B0

Cho's stacks are a permanent buff off his Ult, therefore, Sylas can use that and gain the buff

Oh I better try that before it's too late!

MordridtheBlack1 votes

I don't think they can, not without removing that from Cho's Ult entirely

and that has become so core to his kit that removing it might cause problems

bonus points if you have a Lulu on your team and buy Gargoyle's [all the biggening]

DalekZec1 votes

{quoted}

I don't think they can, not without removing that from Cho's Ult entirely

and that has become so core to his kit that removing it might cause problems

bonus points if you have a Lulu on your team and buy Gargoyle's [all the biggening]

There are a few interesting stuff when it comes to Sylas stealing ultis. If I'm not mistaken, if using Vayne r, his Q makes him invisible.

Sire Hippington1 votes

Yep, he gains ALL the benefits from the ult, includeing passive effects till it's cast. A sylas that has Yis ult but doesn't use it will get the resets on take down. A sylas with Jax ult will have the extra damage every 3 hits as long as he doesn't use the active. A sylas that has blitz ult but doesn't use it will get the passive lighting proc on AAs, makeing him basically a free win when blitz is in the game. At 6, you just walk to blitz lane, get his ult and go back to your lane, now you get 3 extra procs on every full trade while sitting on a big burst button if the opponent drops low enough. At lvl 6, thats a total of 150+0.9AP on every rade for free with an aditional 250+1.0AP finishing burst, adding a total of 400+1.9AP extra burst to a full all-in. At lvl 16, it's 450+0.9 on every full rotation while sitting on a 500+1.0AP aoe Nuke...

DalekZec1 votes

[{quoted}](name=Sire Hippington,realm=EUW,application-id=3ErqAdtq,discussion-id=bG2yio0L,comment-id=00030000000000000000000000000000,timestamp=2019-05-25T13:59:30.019+0000)

Yep, he gains ALL the benefits from the ult, includeing passive effects till it's cast. A sylas that has Yis ult but doesn't use it will get the resets on take down. A sylas with Jax ult will have the extra damage every 3 hits as long as he doesn't use the active. A sylas that has blitz ult but doesn't use it will get the passive lighting proc on AAs, makeing him basically a free win when blitz is in the game. At 6, you just walk to blitz lane, get his ult and go back to your lane, now you get 3 extra procs on every full trade while sitting on a big burst button if the opponent drops low enough. At lvl 6, thats a total of 150+0.9AP on every rade for free with an aditional 250+1.0AP finishing burst, adding a total of 400+1.9AP extra burst to a full all-in. At lvl 16, it's 450+0.9 on every full rotation while sitting on a 500+1.0AP aoe Nuke...

But that just proves that Sylas is heavily dependent on enemy team comps. Imagine Soraka, Vayne, Teemo, Alistair, Kassadin, Zed, Fiora, GankPlank, Janna, Ivern, Annie.

Once he steals an ulti, it will take much longer than his R cooldown for him to steal the ulti from the same champion.

Saezio1 votes

Sylas with kennen R don't stun right? And Annie R can't stun either that correct?

Ragnaveil1 votes

Sylas pretty sure can stun with Ken's R. Ken's R naturally generates his passive during the duration. Its been a while since i've used Sylas (use to be the 14th best Sylas in NA), but im like 99.5% sure it works.

Saezio2 votes

but since the stunning portion is described in kennen's passive, I think sylas can't stun with it. Kennen R generates marks of the storm but it's his passive that stuns at 3 storm marks. I am not 100% this is how it works but I believe this is how it should work

Sire Hippington1 votes

That's how it should because those are parts of their passive and not the ult. However, i'm quite sure i've seen sylas stun people with kennens ult, so not sure if riot has the same take on it...

ThisName1sDumb1 votes

{quoted}

Oh I better try that before it's too late!

I don't think they're planning to remove it any time soon, I think it's intended. Cho'Gath isn't played much though, so good luck finding one to try it against.

Critmaster Garen4 votes

{quoted}

#4.) What about battle mages, divers and juggernatus?

Garen spin range scales with his size.

Darius size of the pull aoe scales with his size.

Nasus q range scales with his size.

Illaoi q tentacle aoe scales with her size.

etc.

you can just add benefits for juggers too.

Ragnaveil1 votes

I'd actually argue for a slightly larger Q size. Making the E scale makes for some scary moments.

Critmaster Garen1 votes

{quoted}

I'd actually argue for a slightly larger Q size. Making the E scale makes for some scary moments.

you mean darius? a larger q could work too but would probably have a lot more impact.

Ragnaveil1 votes

Right, and im willing to hack a bit off of the ratio for size to possibly give it more impact. Darius suffers the same weakness more juggernauts suffer: Being easily kitable.

Absolut Garen3 votes

{quoted}

#1.) What Does Size do?

It makes you bigger.

Reported as units, or as percentage?

Also, isn't this really a derivative of "Range"? (At least, for those melee tanks?)

As a fantasy roleplay element - logically - most worn items should result in a small size increase, at least. (Coincidentally, these are usually tank items.) Stacking suits of armor should make you a bit ... bulkier... but we don't have Encumbrance in this game, and wielding 6 swords at once is no problem.

FireDrizzle2 votes

Being able too block skillshots easier DOESN'T compensate for eating every skillshot no matter how you react. You can block skillshots with Yumi so it isn't that hard anyway. The ememy team may not even have impactful skillshots that can be blocked.

ModCaptainMårvelous1 votes

{quoted}

Being able too block skillshots easier DOESN'T compensate for eating every skillshot no matter how you react. You can block skillshots with Yumi so it isn't that hard anyway. The ememy team may not even have impactful skillshots that can be blocked.

Depends on the situation. There are also champions who benefit from blocking skillshots more such as Braum. Larger braum = bigger wall = more team defense. Tanks also tend to grab some tool to keep them alive such as warmogs so them tanking damage is much less problematic as unlike sustain champs, they don't need to feed off of minions/monsters to restore HP.

FireDrizzle2 votes

"tanking damage is much less problematic" It's not just damage, abilities like Blitz hook or Morg q get you killed as the tank. blitz counters Cho and soon malphite. And in lane large hitboxes mean you are fucked vs Xerath, Illoai, Irelia, and maybe even crap like Mundo.

"tend to grab some tool to keep them alive such as warmogs" Supports cant really build warmogs till late with thier items having no hp. A jungler or tank with SV or Warmogs has some great regen but when someone is throwing out cc or trying too finish you off your large hitbox fucks you.

ModCaptainMårvelous1 votes

{quoted}

"tanking damage is much less problematic" It's not just damage, abilities like Blitz hook or Morg q get you killed as the tank. blitz counters Cho and soon malphite. And in lane large hitboxes mean you are fucked vs Xerath, Illoai, Irelia, and maybe even crap like Mundo.

This isn't true. Blitzcrank grabbing a tank is often a bad call because many tanks want to be in the center of a fight. Granted, if you get grabbed over a wall and into the entire waiting team then yes, that's bad...but that's tank-agnostic. Blitzcrank pulling someone like cho means A.) Cho is now in the center of their team and can hit a LOT of people and B.) he saved a squishy from being pulled.

Even if it's ideal NOT to be hit, it's still better to block it for someone who will be burst for someone who can survive. Also, there's no say that this needs to be a lane stat. I don't expect this on components or overly cheap items.

"tend to grab some tool to keep them alive such as warmogs" Supports cant really build warmogs till late with thier items having no hp. A jungler or tank with SV or Warmogs has some great regen but when someone is throwing out cc or trying too finish you off your large hitbox fucks you.

And in turn, Supports have other tools. Kench as his thick skin. Alistar has a fairly spammable heal. Braum sports one of the highest base HP regenerations in the game at level 18. These champs may not have a warmogs but they still have other ways to survive poke...and again, this is assuming they're versus a poke comp. A braum eating an Ashe Arrow at 58 minutes is MUCH better than your Ezreal getting hit by it.

Are large hitboxes always good? No, of course not. However, for tanks, they are often good because it helps them do their job and protect their teammates. They take more damage, yes, but the damage cost isn't nearly as high on a Braum or Alistar as it will be on a Jhin or a Zed.

FireDrizzle2 votes

"This isn't true. Blitzcrank grabbing a tank is often a bad call because many tanks want to be in the center of a fight." A tank can be safely killed due to a Malz ulting him if he isnt almost next too his teammates. It takes no time too kill a tank currently so he can hook a tank quite often. You have too be a fed solo laner too be as tanky as Alistar sup 3 years ago. "that's bad...but that's tank-agnostic" No becasue blitzcrank hook isn't a guranteed hit with most hitbox sizes.

"And in turn, Supports have other tools. Kench as his thick skin. Alistar has a fairly spammable heal. Braum sports one of the highest base HP regenerations in the game at level 18. These champs may not have a warmogs but they still have other ways to survive poke...and again, this is assuming they're versus a poke comp. A braum eating an Ashe Arrow at 58 minutes is MUCH better than your Ezreal getting hit by it. " I was never talking about poke except in lane, I just wanted too point out tanks mostly are not buying it.

"However, for tanks, they are often good because it helps them do their job and protect their teammates. They take more damage, yes, but the damage cost isn't nearly as high on a Braum or Alistar as it will be on a Jhin or a Zed." Unless they buff the use of abilities like Braum or Cho its a negative. Most of that will be dodged by Jhin or zed and most of the impacful spells are massive aoe.

A reason larger hitboxes like Cho's are bad for the game is because they can make the performance of a bronze and challenger tank the same when a tank will die due too a skillshot because without massive movespeed skillshots are guranteed. The most reliable braindead too play tanks can use some room for a player too excel compared too lesser players. Knowing a tank will tank everything and not dodge anything also adds a bad bit of predictability too the game.

ModCaptainMårvelous1 votes

{quoted}

A tank can be safely killed due to a Malz ulting him if he isnt almost next too his teammates. It takes no time too kill a tank currently so he can hook a tank quite often. You have too be a fed solo laner too be as tanky as Alistar sup 3 years ago. No becasue blitzcrank hook isn't a guranteed hit with most hitbox sizes.

Your argument is flawed here. You're arguing that if a tank is pulled into the enemy team, has no support and is then burst down, then he's easy to kill. Yeah, if you burn all your CDs on the tank this can happen...but again, bad idea. Tanks also don't melt like paper like boards would believe because some of the best characters right now are indeed tanks. Rammus, Sejuani, Tahm Kench, Nautlius, all champions good.

Your counterargument relies upon "In this very specific situation this is bad." whereas in most situations, Blitzcrank pulling a tank is a net-neutral or at worst a negative. You also generally don't want to waste valuable CDs like Malz ult on a tank, who can sometimes survive that ult, versus pinning down a squishy target.

I was never talking about poke except in lane, I just wanted too point out tanks mostly are not buying it.

Then let's look at thinks tanks ARE buying in support: Redemption, Targons, Locket. All items that are buffing tank sustain. It's not as strong as warmogs, yes, but it keeps tanks in the fight. This still relates to the fact that tanks can sustain longer than other classes. Again, tanks be they support or other lanes often do have the capability to survive.

Unless they buff the use of abilities like Braum or Cho its a negative. Most of that will be dodged by Jhin or zed and most of the impacful spells are massive aoe.

Not the case at all. Hooks for one but also abilities like Ashe Arrow, Ahri Charm, Brand stun, Elise cacoon and more. There are plenty of situations where valuable pick tools are entirely reliant on landing a skillshot.

A reason larger hitboxes like Cho's are bad for the game is because they can make the performance of a bronze and challenger tank the same when a tank will die due too a skillshot because without massive movespeed skillshots are guranteed. The most reliable braindead too play tanks can use some room for a player too excel compared too lesser players. Knowing a tank will tank everything and not dodge anything also adds a bad bit of predictability too the game.

No. Like. Literally no.

High tier players will leverage their size and make plays that bronze players wouldn't. Bronze players, conversely, will just end up eating a ton of poke and then being confused. If anything, this greatly increases the disparity and forces tanks to have more skills. You're greatly overestimating how much skill tanks already have while conversely not understanding how this would make tanks better and more skill-expression. I think you need to think and double check how tanks work because I think you're not really looking at tank skill and how good tanks will leverage size/skills while bad tanks just eat people then get confused why they die.

FireDrizzle2 votes

Your argument is flawed here. You're arguing that if a tank is pulled into the enemy team, has no support and is then burst down, then he's easy to kill. Yeah, if you burn all your CDs on the tank this can happen...but again, bad idea.

Tanks do melt like paper, even building fulll tank with aftershock you need your team very close too actually survive. I make a good enage on Naut with aftershock and full tank, get a double kill for team but die too vayne and 1 other champ in 3 seconds for it.

Tanks also don't melt like paper like boards would believe because some of the best characters right now are indeed tanks. Rammus, Sejuani, Tahm Kench, Nautlius, all champions good.

They are all good but in the case of Nautilus and Sejuani that is not due too being tanky. It's due too horrendously overbuffed cc with burst damage in early levelsNautilus and Tahm being a juggernaut that beats anything he can stick too, which is a lot in the toplane. Rammus and maybe sej are tanky but I havent seen a Sej in ages so I couldn't say. A tank support isnt tanky out of lane but he doesnt get 1shot by 1 guy either like other supports.

Not the case at all. Hooks for one but also abilities like Ashe Arrow, Ahri Charm, Brand stun, Elise cacoon and more. There are plenty of situations where valuable pick tools are entirely reliant on landing a skillshot.

And plenty of situations where tanking a skillshot fucks your team LeeSin Jinx Diana off the top of my head.

High tier players will leverage their size and make plays that bronze players wouldn't. "Bronze players, conversely, will just end up eating a ton of poke and then being confused.

If everyone is playing tanks bigger than now the high tiers will eat the same poke as it will be undodgable.

You're greatly overestimating how much skill tanks already have while conversely not understanding how this would make tanks better and more skill-expression.

No i know some have skill, just some are braindead as I said. If every tank is tanking every skillshot they are in range of there is reduced skill in playing them, and also no reaction time needed too block anything.

FSRER2 votes

My biggest issue with malphite being bigger based on his armor, is that the bigger he gets, the more minion block he will get. Minion block is already a huge issue (which riot hasn't fixed for some fucking reason) and since even a champion like teemo can get creep blocked, a in lane malphite will get even more. Not to mention that bugged hitboxes like darius e or tahm kench q and such, will hit the malphite even more because he gets bigger.

usul12022 votes

If this were to be a thing, I'd be time to make the biggest, chonkiest yuumi build possible and have Garfield's fatass flying around the rift.

Póppy Chulo2 votes

Leave my Poppy alone.

Ragnaveil2 votes

Idk if size is the right way to fix it, but I definitely can say as a former tank player myself this is in the right direction. Good overall post my friend.

LaceUpXX2 votes

that's what she said

The Ecdysiast1 votes

If they buffed tank items back to their original stats, this could work.

And this part:

1.) What Does Size do? It makes you bigger. 2.- Wait that's it? Yep.

Just looks like you aren't taking it seriously, doesn't add to the discussion.

Ionian Vulpix1 votes

Teemo Size doesn't mean everything

Saezio1 votes

Did they even change abyssal and sunfire to be egde to centre? Riot don't give a fuck about size I think.

Sire Hippington1 votes

I think 'Size' can be a valid tank stat, but only if some other things change first, cause at the current state of the game it's almost exclusively a disadvantage to be big.

The main benefit of beeing bit is that you can make it harder for opponents to target your squishy allies instead of you. However, that only is relevant if you are siginificantly harder to kill, and i feel like that's only true if your snowballing on a tanky champ atm, or maybe at 1-2 items. but later into the game or if even a bit behind, you can't tank shit and beeing big and thus getting hit by all the damage and CC out there turns into a huge liabillity. Tankiness just gets outscaled to hard while we lake proper anti CC options to deal with the overabundance of CC, and unless tanks, especially itemisation, can soak proerly past 3 items again and get either some disengage in their kit or proper anti CC tools, Size will be bad for them.

An other issue with size is minionblock, that shit is bad enough for normal champs as it is, but finding your way through a minion wave with a large champion moddle is pure suffering.

The last big issue is that most selfcentered effects like sunfire or abyssal mask base their aoe on a fixed distance from the CENTER ratehr than from the edge, so big champs of struggle getting opponents into that aoe. For example: if nasus AAs on max range duering ult, his target will not be in range for Sunfire, same if Cho has reached a certain amount of stacks. So if size was to be more of a thing, selfcentered AOEs should include modell size aka calculate from edge rather than center.

And while minion block is bad, there is one mechanic that would give great interaction with size but doesn't exist in LoL at all: champion block! IF you ever played HotS, beeing a tank in LoL feel shallow, cause in HotS bodyblocking your opponents is a core mechanic for tanks and bruisers and ads as mutch emphasis on micro mechanics for positioning on them as on squishy carries. It also gives them a baseline utillity for impacting fights, so they do not need to be overloaded with low CD CC and rather high base damage to be relevant as they do in LoL which imo is a big benefit for balance.

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