Vent Thread: Tanks May Not be Garbage, But the Idea of Innate Tankiness Is Dead
I am, to be 100% honest with you on this one, sick and tired of even attempting to play immobile, durability focused champions. The idea of just being able to soak damage and not die is dead this patch. You could be fed off your ass as a Tank, but if you don't have an ability that innately makes you near invincible like untargetability, huge ass percent damage reduction, or actual invincibility, you just delay the inevitable. Honestly, I wish Riot would treat defense the same way they treat offense, as it bugs me to hell and back this Season how we have slowly gone from a meta where Tanks were fine and strong to a meta where the only viable Tanks are those used for their almost undodgeable crowd control and damage that make them borderline bruisers. Allow me to vent and go over the innate problems with the fantasy of "Unbreakable Tank" this patch.
1. The Number of Ways to Ignore/Reduce Tankiness Has Never Been Higher
Items w/ Anti-Tank Stat Mechanics

Champions w/ Anti-Tank Stat Mechanics

Runes w/ Anti-Tank Stat Mechanics
- Conqueror
- Cut Down
- Cheap Shot
- Sudden Impact
It's actually ridiculous how common place ignoring or reducing the effectiveness of Tank stats is in this game. A solid 52 out of 141 champions have an ability that ignores or reduces the effectiveness of Tank stats, and at least another 50 of them commonly build at least two of the above mentioned items AND even more champions join the above mentioned list if you were to include everyone that uses Conqueror, which innately turns everyone into a tank shredder because there is so much damage in this game that even just 20% of your damage ignoring reduction is enough to push you over the edge and let you kill the tank. Now, you might say "But wait, Lethality and Flat Magic Pen affect Tanks less than others". For most of the game, sure, but early game, no. It affects them just the same. Why? Well, let me lead you to my second point.
2. Tank Base Stats Are Hardly Distinguishable From Fighter Or Sometimes Even Mage/Assassin Base Stats
Below is a full list of Tank champions and their base stats that act as Tank base stats:
Alistar
Health- 613 (+106 per level)
Health Regen.- 8.5 (+0.85 per level)
Armor- 44 (+3.5 per level)
Magic Resist- 32.1 (+1.25 per level)
Amumu
Health- 613 (+84 per level)
Health Regen.- 9 (+0.85 per level)
Armor- 33 (+3.8 per level)
Magic Resist- 32.1 (+1.25 per level)
Leona
Health- 576 (+87 per level)
Health Regen.- 8.5 (+0.85 per level)
Armor- 47 (+3.6 per level)
Magic Resist- 32.1 (+1.25 per level)
Malphite
Health- 574 (+90 per level)
Health Regen.- 7 (+0.55 per level)
Armor- 37 (+3.75 per level)
Magic Resist- 32.1 (+1.25 per level)
Maokai
Health- 565 (+95 per level)
Health Regen.- 5 (+0.75 per level)
Armor- 39 (+4 per level)
Magic Resist- 32.1 (+1.25 per level)
Nautilus
Health- 576 (+86 per level)
Health Regen.- 8.5 (+0.55 per level)
Armor- 35.5 (+3.75 per level)
Magic Resist- 32.1 (+1.25 per level)
Ornn
Health- 565 (+90 per level)
Health Regen.- 7 (+0.8 per level)
Armor- 33 (+3 per level)
Magic Resist- 32.1 (+1.25 per level)
Rammus
Health- 564 (+86 per level)
Health Regen.- 8 (+0.55 per level)
Armor- 36 (+4.3 per level)
Magic Resist- 32.1 (+1.25 per level)
Sejuani
Health- 560 (+88 per level)
Health Regen.- 8.5 (+0.85 per level)
Armor- 31 (+3 per level)
Magic Resist- 27.1 (+0.75 per level) (lol wtf)
Sion
Health- 542 (+73 per level) (great)
Health Regen.- 9 (+0.8 per level)
Armor- 32 (+3 per level)
Magic Resist- 32.1 (+1.25 per level)
Zac
Health- 615 (+95 per level)
Health Regen.- 8 (+0.5 per level)
Armor- 33 (+3.5 per level)
Magic Resist- 32 (+1.25 per level)
Braum
Health- 576 (+87 per level)
Health Regen.- 8 (+1 per level)
Armor- 47 (+4 per level)
Magic Resist- 32.1 (+1.25 per level)
Galio
Health- 562 (+112 per level)
Health Regen.- 8 (+0.8 per level)
Armor- 24 (+3.5 per level)
Magic Resist- 32 (+1.25 per level)
Poppy
Health- 540 (+90 per level)
Health Regen.- 8 (+0.8 per level)
Armor- 38 (+3.5 per level)
Magic Resist- 32 (+1.25 per level)
Shen
Health- 540 (+85 per level)
Health Regen.- 8.5 (+0.75 per level)
Armor- 34 (+3 per level)
Magic Resist- 32.1 (+1.25 per level)
Tahm Kench
Health- 610 (+95 per level)
Health Regen.- 6.5 (+0.55 per level)
Armor- 47 (+3.5 per level)
Magic Resist- 32.1 (+1.25 per level)
Taric
Health- 575 (+90 per level)
Health Regen.- 6 (+0.5 per level)
Armor- 40 (+3.4 per level)
Magic Resist- 32.1 (+1.25 per level)
Cho'Gath
Health- 574 (+80 per level) (good)
Health Regen.- 9 (+0.85 per level)
Armor- 38 (+3.5 per level)
Magic Resist- 32.1 (+1.25 per level)
Ok, these are their base stats. Some are clearly just bad without explanation. Cho'Gath, Sejuani, Shen, and Sion all just have random piss poor stats and for what reason? Usually the excuse is "They have mechanics in their kit that grant them a lot of defenses". YEAH, WELL IF YOU ARE JUST GONNA REDUCE MY INNATE TANKINESS, WHAT'S THE GOD DAMN POINT IN HAVING THOSE DEFENSIVE MECHANICS!? I swear, the whole "negative compensation" thing is so bullshit for some of these Tanks and is hardly applied anywhere else. If a champion has a million dashes, you don't see them running around with 325 movement speed or less. If a champion has some insane damage steroid, you don't see them running around with really low attack damage or attack speed. No, they just have normal stats and those boosts in their kits are actual boosts and not filling in the hole Riot gave the champion just because they have those boosts. If a champion is somehow TOO durable because of a boost, nerf the boost, don't gut their base stats.
Now, for the rest, let's look at some Fighters that are commonly played these days as a comparison:
Camille
Health- 575 (+85 per level)
Health Regen.- 8.5 (+0.8 per level)
Armor- 35 (+3.8 per level)
Magic Resist- 32.1 (+1.25 per level)
Renekton
Health- 572 (+87 per level)
Health Regen.- 8 (+0.75 per level)
Armor- 35 (+3.8 per level)
Magic Resist- 32.1 (+1.25 per level)
Darius
Health- 582 (+100 per level)
Health Regen.- 10 (+0.95 per level)
Armor- 39 (+4 per level)
Magic Resist- 32.1 (+1.25 per level)
Aatrox
Health- 610 (+80 per level)
Health Regen.- 5 (+0.25 per level)
Armor- 33 (+3.25 per level)
Magic Resist- 32.1 (+1.25 per level)
Kled
Health- 740 (+130 per level)
Health Regen.- 6 (+0.75 per level)
Armor- 35 (+4 per level)
Magic Resist- 32.1 (+1.25 per level)
Master Yi
Health- 598 (+92 per level)
Health Regen.- 7.5 (+0.65 per level)
Armor- 33 (+3 per level)
Magic Resist- 32.1 (+1.25 per level)
Garen
Health- 616 (+84 per level)
Health Regen.- 8 (+0.5 per level)
Armor- 36 (+3 per level)
Magic Resist- 32.1 (+1.25 per level)
Yasuo
Health- 523 (+87 per level)
Health Regen.- 6.5 (+0.9 per level)
Armor- 30 (+3.4 per level)
Magic Resist- 30 (+1.25 per level)
Riven
Health- 558 (+86 per level)
Health Regen.- 7 (+0.5 per level)
Armor- 33 (+3.2 per level)
Magic Resist- 32.1 (+1.25 per level)
Jax
Health- 592 (+85 per level)
Health Regen.- 8.5 (+0.55 per level)
Armor- 36 (+3 per level)
Magic Resist- 32.1 (+1.25 per level)
Notice anything? Anything familiar? Oh yeah, because majority of these Fighters have comparable if not sometimes nearly identical base stats to a lot of the Tanks above. Majority of Tanks might have maybe 3 more Health per level, maybe 0.4 or so more Armor per level or 5 to 8 extra starting Armor, but otherwise... nah, pretty much the same. For the first few levels, Tanks are essentially just as durable as Fighters. "But Tanks have defensive steroids!" Yes, so do Fighters, and sometimes they are even stronger. A Tank would die for Fiora's Riposte. A Tank would die for Jax's Counterstrike. A Tank would die for a sudden 750 extra health like Renekton's Dominus. A Tank would ESPECIALLY die to have a sudden 60% damage reduction, fading down to 30% as well as a ton of extra innate armor like Garen's Courage. Instead, Tanks are stuck with defensive steroids like Sejuani's huge boost, but only for 2 seconds and not on command. Or Sion and Nautilus' shields that usually don't last more than 2.5 seconds at best. Or Leona's boost to Armor and Magic Resist that hardly matters due to all the anti-Armor and Magic Resist mechanics in the game.
3. Tank Items Are Innately Less Gold Efficient Than Offensive Items
Honestly, this stat should speak for itself.
http://leagueoflegends.wikia.com/wiki/Gold_efficiency/Finished_Items
Take a short browse through here and you'll find the absolutely absurd difference in efficiency between Tank and Offensive items.
I'm sorry Riot, but I almost feel like quitting and taking a break for a decent bit right now. As someone who enjoys longer fights and feeling like something more durable than a rotten log, I'm very disappointed in the state of the game right now and the seeming lack of changes on the PBE right now that plan on fixing it.
Edit: Yeah, you know what, Im done. Unless my friends want me to play, Im done playing this game. Sick and tired of having to either be a hyper mobile Bruiser, absolute burst cannon, or the former's shield or heal lackey. Until this game gets fixed and I can play a Tank again and not feel like I'm meat for whatever wolves the enemy team is playing, you won't catch me playing this game solo.
or just spam dance until she goes OOM
as
just sucks atm for a rush item. Stoneplate for the W ratio and the little mr I needed. Warmogs, cinderhulk is pretty standard and i don't see a problem with tabi or deadmans.
for a bit. Or you could play
, and figure out the bug that let's you get 0 cooldown on your q.
and 425 for
. The cheapest anti-tank item is
for 1100g (I'm not going to count
(which starts at 60% effectiveness and scales to 100% based on YOUR level. If you're behind, lethality is even worse for you). Except for a few component items like
for 1300g &
for 1500g and
.