Set Effect For Tank Items?

Steel Blossom··2 votes·480 views

First of all, I don't play tanks, I'm actually really happy that armor is supposedly getting nerfed. Like, I play Talon, and occasionally Zed and Riven, there is no better news for me than "armor is getting nerfed". However, I do feel like the entire concept of armor is somewhat broken--one frozen heart adds like 20% physical dmg reduction, 5 frozen hearts adds like 40%. That's kinda stupid. It's almost as though riot is encouraging people to play League of Bruisers with this concept. What's the point of going full tank if the tankier you get, the less gold efficient your stat becomes? Well, there is very little point, really, and tanks are either worthless compared to bruisers, or overcompensated, as was the case with Cinderhulk and all. So I say make tank stats scale better, but nerf its initial effectiveness. Make it ramp up instead of fall off. And that can be achieved in the form of "Set Effect". For those of you who haven't played any RPG ever, allow me to elaborate. So, in RPGs, there are item sets, and if you equip a certain number of items from the same set, like helmet, boots, and armor, you get bonus stats in addition to the stats each piece of the equipment can offer on its own. And if we nerfed the standalone stat of each armor item, but gave them 4, 5, and 6 piece bonuses, that would, first of all, make tanks scale better while not really allowing bruisers to abuse tanky items, as we would put the most worthwhile stats in the end. Kind of like Dragon buffs, really. Also, this encourages building different tanky items that are unpopular in the current meta, providing more build variety, strategic diversity, all that good stuff. That's what we want, right? Just my two cents though. Flame and downvote all you want, just something from someone who used to play RPG....

3 Comments

50000000000000002 votes

It's adding percentage max health. 15 armor gives you 15% more health against physical damage, and 100 armor gives you 100% more health against physical damage.

It doesn't get less cost efficient.

Besides, if you want it to be "cost efficient" and make the damage reduction additive, then you can get tanks that are 100% resistant to physical damage and/or 100% resistant to magic damage. The system itself is fine.

The armor set is interesting, but I fear it would decrease item diversity even more.

7ha7guy7771 votes

Malphite item 3075 item 3110 item 3025 item 3068 item 3143 item 3047 710 armor, 88% physical damage reduction If i did the math right, item 3071 item 3035 essentially drop his armor against you to 173 (66% reduction)

  • That's pretty scary that 5300 gold allows you to ignore that much armor not factoring any champion based armor shred or the armor pen mastery
67chrome1 votes

[{quoted}](name=Transient Bliss,realm=NA,application-id=3ErqAdtq,discussion-id=edI2fbE8,comment-id=,timestamp=2015-08-04T00:02:24.435+0000) -one frozen heart adds like 20% physical dmg reduction, 5 frozen hearts adds like 40%. That's kinda stupid. It's almost as though riot is encouraging people to play League of Bruisers with this concept. What's the point of going full tank if the tankier you get, the less gold efficient your stat becomes?

Look at it this way:

100 armor is 1/2 damage taken 200 armor is 1/3 damage taken 300 armor is 1/4 damage taken 400 armor is 1/5 damage taken.

If you have 1000 HP, then: 2000 HP lets you take x2 damage 3000 HP lets you take x3 damage 4000 HP lets you take x4 damage 5000 HP lets you take x5 damage.

Armor doesn't have diminishing returns, you're just falling into a trap of misreading percentages. 1/2, 1/3, 1/4, and 1/5 work out to 50%, 67%, 75%, and 80%. While the jump between 75% and 80% doesn't look impressive, the important thing is how much it's extending your life span. As such, each percentage point isn't equal to the last. If you have 98% damage reduction and gain just 1% on top of that bringing you to 99% - you didn't gain a measly 1% boost in survival. You changed from being able to take 50 OHKO attacks to 100 OHKO attacks, doubling your survival. The higher your %damage reduction, the more and more work each additional % does for you.

For those of you who haven't played any RPG ever, allow me to elaborate. So, in RPGs, there are item sets, and if you equip a certain number of items from the same set, like helmet, boots, and armor, you get bonus stats in addition to the stats each piece of the equipment can offer on its own. And if we nerfed the standalone stat of each armor item, but gave them 4, 5, and 6 piece bonuses, that would, first of all, make tanks scale better while not really allowing bruisers to abuse tanky items, as we would put the most worthwhile stats in the end. Kind of like Dragon buffs, really. Also, this encourages building different tanky items that are unpopular in the current meta, providing more build variety, strategic diversity, all that good stuff. That's what we want, right?

That's not what we really want in LoL.

LoL's itemization allows you to run with any item, mastery, or rune on any champion.

Going back to (fairly lame) RPG dynamics of simply locking a specific class into a specific set of items plays against pretty much everything LoL's itemization system opperates on.

Also, LoL's itemization system being the way it is encourages some pretty solid champions on Riot's part. A lot of tanks actually feel tanky, you want to be tanky, you feel powerful building tank items. I've played tons of RPGs where you just feel sucky as a tank and know those mage items would synergize considerably better with your kit, or played a mage where access to tank items would lead to a much stronger character.

On top of that issue - with locking in a specific build set you run into the issue where very few champions in LoL actually have the same itemization needs. Even looking at marksman (who are known for being the most bland), you've still got champions that rush item 3078 , champions that rush item 3031 , and champions that rush item 3153 . With creating specific sets: You buff whoever's getting that particular set, while subsequently nerffing everyone that doesn't want to run with a particular set of items, just because some champions suddenly get a solid boost to their itemization's cost efficiency while others don't.

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