A place to post suggestions about the tank shredding issue:
Hello, As most players are probably aware, there have been a lot of recent complaints about full tanks being shredded too quickly. I am creating this thread as a place for people to post balance suggestions aimed at alleviating this.
I think that a big part of the problem is how well BOTRK synergizes with armor penetration effects, producing enough damage to easily destroy squishies and tanks alike. This can be extremely frustrating, as this combo is impossible to itemize effectively against (neither resistances nor health will allow one to keep up), which is ironic since tank items are kept slot inefficient in order to make them "counter buys" to help survive a losing lane. It is interesting to note that the champion that has been most lighting up the forums with nerf/complaint threads, Zed, typically builds BOTRK into absurd amounts of armor penetration (Last Whisper + Youmuu's + Black Cleaver). This issue also helps explain the continually growing rise in complaints about ADCs being overtuned.
Personally, I feel that this is a two-part problem. Not only does tank shredding itemization work too well as a source of damage (rather than just a defense mitigation) on non-tanks, but it also counters tanks too hard. I believe there should always be a significant, discernible, impactful difference in survability between someone investing in defenses and someone going glass cannon. Players should have the tools to manage tanks, but they should never be able to negate tanks' influence as much as they do and it should require more specific investment into tank-shredding at the cost of potential power in other areas.
I will start with a couple suggestions of my own. These probably wouldn't be enough, but they could be a step in the right direction. Please be sure to post your own ideas for what could be done.
Blade of the Ruined King Cost: 3200 (900)
+25 Attack Damage-> +20 Attack Damage+40% Attack Speed-> +35% Attack Speed+10% Life Steal-> 8% Life StealUNIQUE Passive: Basic attacks deal 8% of the target's current Health in bonus physical damage (max 60 vs. monsters and minions) on hit. UNIQUE Active (90 second cooldown): Deals 10% of target champion's maximum Health (min.
100-> 150) as physical damage, heals for the same amount, and steals the target's Movement Speed for 3 seconds (melee champions steal 25% Movement Speed, ranged champions steal 15% Movement Speed).
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Bilgewater Cutlass Cost: 1400 (240)
+25 Attack Damage-> +20 Attack Damage +8% Life StealUNIQUE Active (90 second cooldown): Deals
100-> 150 magic damage and slows the target champion's Movement Speed for 2 seconds (melee champions slow 25% Movement Speed, ranged champions slow 15% Movement Speed).
Would this be a potentially healthy tweak? It would remove some of the extra power on BOTRK to make it clear that the health shredding is the reason to upgrade it from its components, with slot efficiency and other tacked on bonuses just being icing. With these changes, it might become less of a must buy, especially on ADCs, and more of a strategic counter against heavy health stackers. All in all, this wouldn't change much, but I think it would probably be a healthy nudge and it is slight enough that it wouldn't require other major rebalancing alongside it...
[Obviously, Zed in particular might need some sort of specific nerfs alongside this since the ranged MS steal change wouldn't affect him. The attack speed nerf on the PBE hopefully has that covered though.]
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Also, here is an idea for a change in defense masteries:
Runic Blessing: Start the game with a 50 Health Shield. The shield regenerates each time after respawning-> Mastery removed; Legendary Guardian shifted into its position on skill tree.
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Tenacious: Reduces the duration of crowd control effects by 15% -> Effect unchanged but mastery moved down a tier in the skill tree (into Legendary Guardian's previous position). Requires 1 point in Swiftness.
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*NEW* Unbreakable: Reduces the effectiveness of Armor and Magic penetration effects by 25%. Requires 20 points in Defense.
I feel this would be a much more suitable final mastery for Defense (I don't think many people will mind Runic Blessing being phased out either) while providing a much needed buff to one of the non-offense trees. Obviously, players using this mastery would need to be quite invested in defense (IE., a real tank) for this to be effective due to the 20 Defense mastery points requirement.
Here are examples of how this would play out in a game:
Player A - 300 Armor (no Unbreakable mastery)
Player B - 300 Armor (with Unbreakable mastery)
Player C - Last Whisper [35% armor negation] + Brutalizer [10 flat armor pen]
Example 1 - Player A is attacked by Player C -> 300 Armor - (300 * 0.35 [Last Whisper] + 10 [Brutalizer]) = 185 effective armor on Player A
Example 2 - Player B is attacked by Player C -> 300 Armor - ((300 * 0.35 [Last Whisper] + 10 [Brutalizer]) * 0.75 [Unbreakable]) = 213.75 effective armor on Player B.
In this case, this is equivalent to Last Whisper's armor penetration effect being reduced from 0.35 to 0.2625 and Brutalizer's flat pen being reduced from 10 to 7.5.
Blade of the Ruined King
Cost: 3200 (900)
Bilgewater Cutlass
Cost: 1400 (240)