Doesn't Juggernaut look like a Fighter Enchantment instead of a Tank one?
Like, hear me out. There's a tl;dr below if you want to skip straight to the point but seriously, a bit of reading:
- Most tanks, while you can argue can benefit from Tenacity, don't technically need it in many cases. Some of the most important 'true' tank abilities or traits in the game are completely unaffected regardless if you're CC'ed, like how
's Unbreakable or
's Ultimate or to a lesser effect
's girth persist even when they are CC'ed. Trying to force Tenacity into the tank enchantment is even more confounded when you consider that many tanks aren't dedicated auto attackers, and most of their abilities are usually high impact, high cool down abilities (oftentimes abilities you'd chuck out as the battle starts, even before you get CC'ed in the first place). To rephrase, in many scenarios, CC doesn't even hamper them badly in many cases. Tenacity isn't nearly as useful on them. But you know who Tenacity is extremely useful on? - Fighters (and melee carries, "Light Fighters" as I've been told Riot calls them), due to the fact that a large chunk of their effectiveness in a given fight scales off time, benefit greatly from Tenacity. Fighters and Melee Carries tend to be Auto Attackers and/or their abilities are medium impact, low cool down based. In other words, every second they are stunned or rooted too far away from their targets, that is another moment of near uselessness in a given fight. Being able to shave off even the smallest fraction of time to get back into the battle benefits these guys greatly, which is exactly what Tenacity does for the owner. You can argue ranged carries apply here as well, and that's technically right, but Tenacity is so much more noticeable on melee Fighters what with how they tend to be on the front lines, and catching the enemies' abilities and thus CC effects with their faces most of the time. Fighters also tend to have another trait to consider:
- Fighters, especially the tankier ones, have damage that scales really well off levels and/or their base stats, not on items. To put this into perspective, think of the fighters who only need to build one damage item before they're good to go damage wise. Some don't even need a damage item but can still hurt
. Why is this important? Other than obviously a bit of health to avoid dying, Juggernaut only grants a measly amount of CDR to help you clear through your jungle. Now remember what I said earlier, fighters who don't need damage items in the first place probably aren't affected by this at all; they can clear just fine with or without the enchantment, but many tanks have trouble trying to pull decent clear times through the jungle as everybody else's damage eventually out paces them or they burn all their mana trying to use their abilities to get through the jungle. If a Tank Jungler opts to rush Juggernaut, they're either going to be stranded in the Jungle as their subpar clear makes them incapable of farming at a rate to keep up with the rest of the game, or forced to help out lanes with only subpar defensive stats to back them up.
Personally, I think a new enchantment should be added to our list, one that greatly resembles the last iteration of Spirit of the Ancient Golem. Except for the most extreme cases of Tanky Fighters
, Tanks benefit more from the defensive scaling then fighters due to the fact they just plainly build more defensive items to scale with. The barbs effect also helps them keep up with everyone else, and the mana regeneration can help our more starved tanks. Furthermore, this can help tread around the problem of tanks being way too tanky for buying Juggernaut right away (Think of Riot's reasoning against Jungle Alistar, his ult makes him a premier low-risk tower diver. Imagine if every tank jungler became like that the moment they bought their enchantment (hint: no, it's not good for the game)). Also, if we leave our current iteration of Juggernaut untouched, this still leaves the Tenacity enchantment that Fighters want and tanks may need to resort to if necessary. Tanks get their mana and a decent late game item, fighters get to choose boots other than Merc Treads.
tl;dr: Tenacity benefits fighters more than tanks, and the lack of clearing abilities associated with Juggernaut only hurts tanks. Let's solve this problem by introducing a new enchantment tailor made for true tanks, while still leaving Juggernaut and its tenacity in the game for fighters.
and
) and/or unrestricted movement (
) and/or continuous/channeled ability (
) casting. Builds 0-1 damage focused items.