New Suggestion for Tanks

FarRockBF··5 votes·676 views

So S5 we have this new concept of summoner spells interacting with items. Why not make a new summoner spell for tanks that IS A PASSIVE and scales ARMOR and MR. So say the armor scaling is .2, with 100 armor you would actually have 120. Also, make a new item that has a tanky active or passive that only works for players with this summoner.

Obviously, numbers would need to be decided carefully to avoid abuse of this. Maybe it could scale with level so tanks would be more useful late game.

14 Comments

AHeroNamedHawke4 votes

Tank itemization is less a problem of their numbers and more a problem of multiplicative damage scaling, which is increased further by LW

Having 75% damage reduction is well and dandy until they cleave through 40% of your armor and chain crit your 4k hp down in a few seconds

LankPants3 votes

I can't see any tank giving up a summoner.

If they're top they need flash and TP If they're jungle they need flash and smite If they're support they are better served taking a spell to help their team.

FarRockBF1 votes

{quoted}

I can't see any tank giving up a summoner.

If they're top they need flash and TP If they're jungle they need flash and smite If they're support they are better served taking a spell to help their team.

Nope. Tanks should mainly use flash to save themselves (while mages frequently use offensively). If this spell (or passive) was strong enough it could replace flash as the go-to defensive spell.

LankPants1 votes

I flash forward to engage as tanks all the time, far more than with a mage.

How often do you see games without 9+ flashes, it's just too strong to give up.

yacota2 votes

no summoner spell will ever replace flash, even if they cut the current distance in half it would still be the single most played summoner in the game. The only time flash isnt taken is on certain champions that already have alot of instantaneous mobility. Trynd doesnt need flash, hes actually better off with TP/Ignite or TP/exhaust top and any combination of Smite/Ignite,TP,Ghost in the jungle. same with shaco. they can still ake flash of course. The only way we will see less flash picks is if riot starts shelling out champions that are built to be better served by other summoner spells. Also Tanks use flash to engage more than disengage

Knight Devout2 votes

I remember Morello wanting to make barrier a %damage reduction instead of a flat shield. Too bad the idea didn't even reach the PBE.

FarRockBF1 votes

{quoted}

I remember Morello wanting to make barrier a %damage reduction instead of a flat shield. Too bad the idea didn't even reach the PBE.

O rly? This sounds cool.

But honestly, its not just that tanks can't tank. They are boring. Giving more abilities that make them feel more like a tank then a bruiser who does no damage would be epic.

Knight Devout1 votes

Well, Righteous Glory was a good addition= Running to the enemy and then majestically splashing in their team slowing them down.

yacota1 votes

righteous glory was a solution to the fact that no support takes coin. its either targon or spelltheif. but the effect from final lvl coin was still needed. glory is good on both tanks and casters and gives the extra mobility without having to sell (not that oyu should anyway) final form spelltheif/targon. probably one of the better item changes this patch

yacota1 votes

at the time of barriers release, i think it being a shield is actually a better idea. especially considering the fact that its the only summoner spell (other than cleanse) that can be used while hard CC'ed. the shield value at the time was higher than the heal value. meaning an adc would take the barrier for better survivability while someone else maybe took heal for all around untility. but now with the heal having the speed buff as well as healing, i think barrier is useless. there just isnt enough utility. so maybe turning it into a reduction NOW would make it viable. i could see it getting played. not often, but still played

Knight Devout1 votes

outside of creative "usage" of spells(like Smite to kill Tibbers or Zac blobs) I think the correct niche for each of these popular summoner spell should be this:

Exhaust should be picked by low priority targets (fighters and low damage high resistance supports) to disable strong damage dealers. Barrier should be picked by squishy targets to survive short periods of damage (Zed ult, katarina combo). Heal should be good for both squishies or supports for clutch saves .

FarRockBF1 votes

Ok, so maybe a new concept. Maybe make it that you can take this new special summoner only if you "pre-commit" to buying at least 3 tank items through the match... Not sure how this would work but this could prevent such a summoner from being abused:

Tanky Flash: Flash ability plus grants a 3 second shield equal to 25% of your maximum HP.

LankPants2 votes

It wouldn't work, it's far too complex. There's a far simpler fix in just nerfing pen.

NamesRHard1 votes

I think it's an interesting idea, but I don't know how I feel about a passive summoner spell. I think Riot's intention for summoner spells is for them to give you a big moment of power when used, followed by a period of (relative) weakness until the cool down is back up. A passive misses out on those gameplay elements.

Maybe if it was a defensive steroid summoner instead of passive. But as others have pointed out, many tanks cannot give up the summoners they already use and this might overly buff other classes that don't delay on "traditional" summoner spell choices.

I agree with you though that more interesting tank itemization is needed. Specifically though, we need tank itemization that doesn't buff bruisers. Maybe an item that has an active that grants some sort of defensive steroid but at the cost of a % damage reduction for the duration. Take X% less damage while dealing Y% reduced damage for 5 sec or something like that.

More from Gameplay

More by FarRockBF