Tahm's toplane situation explains the complete lack of balance for toplane.
Yeah, im heavily convinced considering he's a lazier version of Top Vik. You can't play any melee matchup into him without expecting your ass to do nothing for 15 minutes being constantly harassed by wide long Qs that apply a passive stack that decays so slow and decays per stack. I thought top vik was a hell of its own, but Top Tahm has not only taken that title but has surpassed it. So what does this have to do with toplane? Simple: They don't have any idea on how to keep the lane balanced without shit from other lanes coming in and breaking shit.
Top's roster is already huge enough (Largest in the game), and if you add champs that can also infiltrate the lane to cheese, it means a good half or more than half of the champions in this game can go top. Combine the TP nerf that made toplane become an island again, and we've come full circle minus the tanks (Tahm's practically a juggernaut). No other role has gotten shafted this fucking bad. Sure, jg's been shafted time and time again, but at least Riot does changes to help them from time to time. Mid and AD rarely go long without changes if shit is sour (Minus the Aftershock Fiasco). Support gets shafted for the most part, but they are at least stable in most aspects. Top is the fucking wild west.
Can we get some fucking order in our trainwreck of a lane for once? Please? Its very annoying when stuff like this happens and we are forced to wait almost months till it gets nerfed (meaningfully).
all of them are either top laners or can be played top.
and transition into a peeler/support for carries in teamfights-- even when played as a jungler or in solo lanes. They didn't like his solo lane and jungle performance so after his initial release, within the first few months, they gutted what made him strong solo, killed his damage to monsters, kept him from being able to W most monsters, changed his ult passive and dumpstered the HP -> on hit damage ratio, and generally forced him into not just being viable as a support, but only being viable if played as a support.
per game when not a single tank is picked on either side.
need to go back to being lower %, bonus resistance penetration so that they don't also offer a massive damage amp to targets with 100 or less resists, and should also lose some of their AD and AP, so they are not burst stat stick in addition to mitigating thousands of gold worth of enemies resistance (becoming cost effective off the passive alone, before other things like GW, or the raw damage they provide from stats)