The Split Between Carries, Tanks, and Supports
I know I'm harping on a rather burnt out subject, but there is a huge rift (Pun intended) between Carries, (E.G.:
) Supports, (
) and Tanks. (
) For future reference, I am well aware that Juggernauts are not "real" tanks, but they are tanky and for the purposes of this discussion, such champions will be referred to as Tanks.
When I talk about "a rift"I don't mean mechanically, because that's a given. When you play a carry your job is to deal damage. Sounds simple right? Wrong. Knowing when to disengage a fight and turn your attention to towers, rift herald, baron, or dragon can mean the difference between winning the game, and throwing because you decided to chase a kill.
When I play a tank, my job is to become powerful enough to sufficiently defend my team by soaking skill shots, providing interference in team fights, and being enough of a hastle for the enemy team to notice me. With a champion as binary as Garen, it's as simple as charging in, focusing on the closest carry, and hoping my team does enough damage to start dropping the damage away from me in time that I don't die. With a Juggernaut, like Garen, Darius, or Volibear, disruption is the name of the game, focusing almost solely on dealing damage and providing moderate CC. With someone like Nautilus, guarding allies is the best course of action.
When playing a support, most of your job is to either keep your ADC or team alive, or disrupt the enemy team with heavy CC. It's a job that can entail both sides of the carry and tank role.
Now why is this guy harping on basic principles of League? Because these basic principles created this rift. The rift that Carries are somehow better and more impactful than tanks or supports. When you see that big "Double kill" flash up on the screen when the friendly carry makes a nice play and out alive, that feels pretty powerful, right? Then why doesn't it feel as powerful when a Sejuani makes five assists with the kills scattered around the mid, jungle, and adc? Part of it is the human feeling that there is a reward for succeeding, and even it's as small as a big badge and an announcer screaming "PENTAKILL" in everyone's ears.
I'm not arguing that pentakills are bad and that carries aren't incredibly important to the game (can anyone say wet noodle fight?). I'm arguing that there isn't enough credit given where credit is due. Too much focus is put into kills and not enough into objectives, saving a friendly champion's life, and setting up huge kill chains. The new updates that are going to ship with the mid-season tank update are a start, but not enough. Some real change would be really nice.