Risk Vs Reward

Yellow Diamond·9/28/2015, 3:55:17 AM·2 votes·548 views

In your opinion(s), do you guys think that Riot has started to care less and less about risk vs reward? They use to talk about it all the time (at least in my memory) about how they didn't think so-and-so needed more danger because they weren't really risking anything by going in. This is brought on by the very very very overbearing tank meta. I feel as if tanking now isn't: "I could go in now and help get the kill, but I might not make it out because I'll tank all the damage" to: "Well there's three non-tanks out there might as well kill them." And I understand build Void Staff/Last Whisperer or Magic Pen Boots/Blade of the Ruined King, but really, will that do anything to a giant Garen/Darius/Voli/Skarner/Mordakaiser/any other tank chasing you? (I also understand cc and all but still) Anywho forget the tank rant and focus on the risk vs reward and Riot forgetting/not forgetting about it! Thanks! -Boom

3 Comments

Rustling Bush9/28/2015, 3:59:31 AM1 votes

have you realize that alot of the newer champions have built %hp/true dmg built into their kits and how they decided to give nerf to armorization post juggernaunt, especially randuins which pretty went from the strongest to weakest armor item, we are now left with a weaker version of it overall item 3742 as the go to item, cinderhulk got nerfed, what else do you want from tanks? the 2 pen items already give you the ability to ignore 30% of my mr or armor + bortk, yi literally shreds me in seconds, walking up to a adc means i'm loosing a good portion of my heal, u can forget about kitesta. your problem is that you don't know how to kite, or your playing a champion into them that can't kite well, darius ms is already bad and garen got a ms nerf last patch.

Yellow Diamond9/28/2015, 4:08:50 AM1 votes

It's true that the newer champions have everything you listen, pretty much, and while juggernauts have received their fair amount of nerfs, doesn't mean that they aren't incredibly strong. The amount of nerfs doesn't matter unless it actually changes the game. For example even though Darius's heal got nerfed for 1v1s he now gets an even larger heal over all. Get spirit visage and you have the potential to heal 43.2% of your max health with one ability. If anything is incredibly more powerful than everything else, nerfing it so that it's just better than everything else doesn't make the situation any better.

In my personal opinion I don't feel as if giving everyone max life true damage or even max life magic damage reduces any risk or adds any reward. Unless everyone got that it doesn't balance out that the majority of tanks became heavy bruisers. The last batch of items were all tank items, not to mention the fact that they took out a major anti-tank item, dfg, before they started the tank meta. I just don't think that tanks should be able to deal so much damage and take so much, I realize that yes they should probably win 1v1s and sometimes 1v2s but after that it get's a little bit ridiculous.

67chrome9/28/2015, 4:58:44 AM1 votes

In your opinion(s), do you guys think that Riot has started to care less and less about risk vs reward?

Vayne is pretty solid in the meta right now. She's limited to 550 range with anything and so much as a Ryze root will spell disaster for her. And she has %HP True damages.

Pretty sure Riot still considers risk vs. reward.

I feel as if tanking now isn't: "I could go in now and help get the kill, but I might not make it out because I'll tank all the damage" to: "Well there's three non-tanks out there might as well kill them."

That's not tanking so much as it's playing tanky DPS - and tanky DPS doing that isn't anything new. Tanky DPS heavy teams that built meta-golem were a thing in season 1.

Tanky champions like Maokai that turret-dove at level 2, got a kill, and walked out alive also used to be a thing. FoN was also a thing, and it made you pretty much invulnerable to any source of magic damage for the vast majority of a game, outside of a really epic fail at any rate.

Around Ahri's release and Volibear's release Atmog's and Fratmog's builds dominated the meta (and then Atma's was nerffed pretty heavily).

In a good part of season 3 the Black Cleaver change made a lot of tanky DPS champions really solid, and it encouraged the League of Warmog's where everyone on a team (ADC, Support, Mage, Tank, Assassin, Fighter) bought Warmog's as one of their 3 core items.


Tanky DPS fighters capable of doing Nasus things have always been a thing in LoL - it's just recently they've fallen out of favor with the item and meta changes.

Also - it's worth noting using tankyness to survive long enough to do your job doesn't eliminate risk. It eliminates the risk you'll get OHKOed from a LeBlanc flying out of Fog of War: but it adds a lot of risks in terms of getting hit, being predictable, being easy to see coming from far off...