The problem isn't with lethality on its own. The problem is with lethality + LW item damage on a target that is being attacked by someone with a black cleaver. In other words, the problem is with how all of the armor pen stats work together. all these things together can reduce a 300 armor tank to an effective 75 armor lulu. With that much armor, you've also failed to build MR so you're very vulnerable to magic damage. Why not stack health you say? Because an unbelievably large number of champions have skills that do %health damage. If you play a champ that doesn't have that, dont worry because there's still these items that scale damage with enemy health:
. For the
and
don't forget you can throw in
to have their on-hit effects effectively increased to 150% effect per hit over two hits once its stacked.
People who complain about tanks are the people that weren't building their pen items early enough and thats all it is. Even now i see my adcs in games delaying a LW till they've finished the rest of their build first.
Lethality as a stand alone stat in the game is a great thing. It opens up different build paths. The fact that there is so much of it that people are running around doing true damage to adcs is a problem on top of the fact that it stacks so ridiculously with BC stacks and LW items.
If you look at any 2 of the 3 armor pen stats alone without the 3rd you also get to something a bit more fair. For example if you changed BC to make it so it increases physical damage dealt to the target instead of decreasing armor and kept the other stats the same, you'd approach something better than the current system. But I'm getting ahead of myself here.
This poor armor pen system is likely a big part of why tanks were on the block for a rework. Somewhere around mid game tanks become unbelievably strong with people delaying their pen items (before lethality or on champs that dont build lethality). Then somewhere around 30 minutes, there's this sharp change. Everyone who can build a BC, Void staff, LW item, or a full set of lethality items, has them. At this point the tank becomes a walking punching bag because he can no longer fulfill that role he's built toward all game.
To put this into perspective, consider the 300 armor tank above having his effective armor reduce to 75. thats a reduction of 225 armor. Using 20 gold per point of armor, that negates 4500 gold worth of stats which is the gold value of almost 2 full items.
Or just shy of the armor of 2 thornmails and a ninja tabi.
Or the armor on 4.5 deadmans plates.
This is why i will almost guarantee that, as part of the tank rework, tanks will be given either 1. healing, 2. shields, or 3. (my prediction given galio's kit) %damage reduction like Maokai ulti. They will also be given more reliable CC. The cost of this will be their damage output.
So look for those changes. I'd say until the tank update, this whole lethality vs armor debate should be tabled because its obvious riot thinks something's wrong.
The bigger question right now is has the overabundance of lethality made stacking lethality completely unfair to anyone else who is not stacking armor/health (you can get up to 85 lethality with the new items whereas before when it was just armor pen, the max was something low like 35ish if i remember correctly). If there is an AD assassin on the enemy team, you can't even really build "bruiser" anymore because that much lethality with a BC or a LW item essentially doesn't leave you much better off than your bot lane cait/lulu duo.