@Riot, This is how we can fix the TANKs problem for good!

Wukong Airlines··13 votes·1,388 views

I don't really care much about how less damage those Tanks you reworked/released take. But when Someone like Rammus comes at me with full speed just to taunt me for 3 seconds, almost destroy my hp bar and if not his teammates would finish me, this is then by far the most ridiculous balance issue in the game.

If you want champions to deal damage, then work around Assassins, ADCs, Mages. Rewarding Tanks with both durability and damage is just plain unprofessional, specially when left for patches from a multi-billion$ Co.

How to fix this issue?

  • The more durability a Tank [[ for ex: Ornn Rammus Malphite Maokai Chogath etc ]] gets, the less damage he SHOULD be dealing.

I was reading on League wikia the formula of Armor and MR and how they both work. The formula says: {{ Every point of armor requires a unit to take 1% more of its maximum health in physical damage to be killed }}.

I just checked on the Training practice tool. For Every 380 Armor, you get 79% less damage.

Here's my idea:

Apply the Same formula to the damage outcome!

A Tank could deal both Physical and Magic damage.

If a Tank has a 380 Armor for example, he should receive 79% less {{physical}} damage, and deal {{physical}} 79% less damage. The same thing should be applied to Magic resist.

Picking a Tank should fulfill the role of front line engaging damage absorbing beast, to make window for the squishy glass cannons to deal the damage. Not to be rewarded with damage, durability, and godlike Crowd control.

I believe this is the best way to balance the game for now. There's no other way to balance the Damage tanks are dealing at the moment, even if you nerf the base damage, try to change runes, etc, it won't be fixed. All I'm asking is for you to TEST it. just test it, you lose nothing by exploring new ideas.

21 Comments

Chembaron Yamada6 votes

Damage and durability are not the only factors here. To show an example: compare Rammus Rammus With some of these Sejuani Alistar Maokai

These champions have more utility in form of CC than Rammus. Even if these deal significantly less damage, they are still useful for their team, since they can interrupt and lock down the enemies. They have 3 sources of hard CC, some AoE from these or applicable to multiple targets with low CD.

Rammus has 2 sources of hard CC. If he would start to deal no damage at all anymore, he stops to be a threat for the enemy team. Meaning that Rammus would charge into the enemy team with Q, then taunts an enemy for a short time with E and..... that's it. There is no reason for the enemy team to deal with him. They can simply ignore him and just focus the rest of his team. When they are all dead, they can finish off the Armordillo.

So my point is: champions are defined by more traits than just damage and durability. A champion building tank items should not automatically deal no damage at all.

Wukong Airlines2 votes

Let's fix the damage issue for now then go back to adjusting the little things that matter as well.

LankPants2 votes

Are you dense? He just gave you the entire reason why your argument is fatally flawed and doesn't have any basis in the game at all and you try to shrug it off as a "little thing".

You can't balance champs as if the only things in the game are durability and damage, which is ultimately what you're trying to do. A champ like Malphite needs to be able to deal more damage than a champ like Leona while a champ like Mundo needs to deal more damage than both even though all three have similar levels of bulk. This is because Leona is the most reliable with the most CC, then Malphite, then Mundo is incredibly unreliable and completely lacking in CC.

Your "solution" lumps all three of these champions in as the same and because of that it could only fail spectacularly.

GigglesO1 votes

Except that damage is currently still outrageously high on all champions, tank or not.

It Hertz When IP3 votes

Translation: "Let's dumpster the entire tank roster in favor of bruisers"

Seriously, all this would do is catapult bruisers back into the spotlight and leave tanks in a pool of their own urine. If you want to fix tank damage, start with Riot's asinine idea that %maxHP damage in a kit is a good idea.

Ralanr1 votes

Problem is that flat damage ends up effecting squishies harder and can hamper jungle presence.

I think %max health damage is fine, so long as it has clear counterplay so the damage can be avoided. I still think Sion’s W is the best application of this damage.

LankPants5 votes

Here's my idea:

Apply the Same formula to the damage outcome!

A Tank could deal both Physical and Magic damage.

If a Tank has a 380 Armor for example, he should receive 79% less {{physical}} damage, and deal {{physical}} 79% less damage. The same thing should be applied to Magic resist.

This fucks with bruisers and juggernauts more than tanks.

It's also just a shit tier idea anyway, it would almost certainly feed into the high damage shitfest meta that already exists since you directly remove champs like Illaoi who actually do an alright job as contermeta champs without actually impacting the strongest tanks, Ali and Leona at all.

Infernape4 votes

So if a Juggernaut builds defensively, they'd potentially deal effectively less damage than they should be dealing and could be rendered useless?

Not that it concerns Cho considering his damage is literally true.

Wukong Airlines1 votes

Anything could be adjusted. Say, maybe if they go above 200-250 armor for example they start dealing {{reduced damage}}.

As for Cho,I have no idea where should True damage stand.

Chembaron Yamada2 votes

Dr. Mundo DrMundo would be absolutely dead after that change. He just builds tank items, but besides his personal durability and damage he brings absolutely nothing to the table. So if he builds tank items, he reduces his damage. Only way to get damage back would be to build damage.... But the gold effectiveness of them is tanked because of your tank items.

WiegrafOfValor3 votes

I really would want tanks to deal less damage, but if they keep dying in 2 seconds with 400 AR/MR + 6K HP, things would only get worse with no front line and 4 burst champions.

Damage needs to get nerfed across the board, especially ADC damage.

Khristophoros3 votes

Tanks have always been able to deal damage. Why does this suddenly need to change? The game has been out for 8 years.

T4underbolt1 votes

It doesn't mean it was good design and tanks are dealing huge amounts of damage compared to let's say S4.

Ralanr1 votes

Everyone else has admittedly gotten a lot squishier with the removal of base MR.

T4underbolt1 votes

Yeah I know. Under the excuse of more diversity while new runes are not real diversity. Every rune path leads to damage. If you want some defense you have to cripple yourself with tanks resolve keystones which on e.g. a mage completely screws his damage. Before you could take ap, some magic pen and depending on a match up some Mr and hp or armour and cdr. Now it's "morrrrreeeee DMG, everyone oneshoted everyone no need for real defenses". The only worth compensation was for champs like Braun, Leona who's got huge armour buffs.this is another crap going on. Riot should just bring back old runes or just buff base stats accordingly to old runes values. Easy as that.

SmallieBiggz2 votes

You do realize that a lot of tanks right now scale off of % health damage and that grasp out trades things like electrocute and press that attack. Which has a better scaling than any item in the game. Because if you build full armor and health with the runes like overgrowth. If you even get 1 kill in lane its over. By the time mid to late game comes you can literally do damage on par with adc's.

kirlos1 votes

dont matter not much players like to play with tanks and you got so much tanks that can barely do somthing with their dmg. look at alister after lvl 6 he barely can do any kind of dmg, or sejuani ever since they '' balanced'' her skills she is worthless againts shooters and mages and fighters nobody pics her. people like to play with champions that do dmg that's why nobody pics tanks anymore.

Radiant Seraph1 votes

This would affect every non-ADC class as well, such as Mages building Zhonya's, Assassins building Maw and Divers and Juggernauts dealing 0 damage because they need durability to deal their damage.

Ahri Baka1 votes

Tanks are the reason why Riot won't nerf adc , if adc gets nerfed , Tanks will rule and you will see people playing only tanks Assassins got high damage too , so the the only problem is mages can't change anything , and if Tanks gets a nerf , no one will play them , that's how the company think the game is balanced

Kai Guy1 votes

I feel like that would fatally impact Tanks ability to be viable top laners as Each part of your build makes you less of a threat and more team reliant. This is great if lol was exclusively about teamfights but you need to account for all aspects of the game when suggesting huge balance changes like this one, and I can only see this having excessively negative impact on lane phase.

AzZiree1 votes

I have to say the arguments against this argue things like bruisers will be back in the spot light but we have had over 2 seasons of dominate tanks who are in played because they do bruiser like dmg while building full tank and avoiding the downside that bruisers have. would it be so bad to see a change of scenery in the top lane? bruisers are a weaker class rn so if they are prominent it seams like it would take the problem and make it less of a problem. Why do we HAVE to keep bruisers in an unplayable state.

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