The new tanks buffs are going to bring about a cancerous Tank Meta

EvilUnicornLord··72 votes·16,649 views

#Because tanks build these for sure: https://vignette.wikia.nocookie.net/leagueoflegends/images/0/0a/Electrocute_rune.png/revision/latest/scale-to-width-down/64?cb=20171126182032 item 3147 summoner 14

######Yeah, no. Tanks will remain tanks and not many people will play them. In all honesty, having buffed tanks to somewhat counter the constant slew of assassins pocketing these is a godsend. And kudos to you if you don't use these, stay awesome.

110 Comments

Firebeard64 votes

Personally I like tank metas. As an ADC I feel more impactful in team fights, and don't have to spend 90% of the time having to stand too far away from the fight or else risk being instakilled by their three assassins.

Ragnaveil8 votes

It almost seems like its coming full circle. Community hated the tank meta. Gutted it. We get the assassin/damage meta. Community hates it. Nerfs are planned. If I were the community, i'd want to stick with this upcoming meta where tanks are viable, but assassins are not running the game 24/7.

Thefrostyviking2 votes

To be fair, even Riot admitted that the flag carriers of the last tank meta, seju and Zac, were poorly done rework wise which made balancing them difficult, and all that comes with that.

Doesnt help that enhancer supports were OP at the same time which added up to make any kind of diving/assassin champ useless, and while marksmen were strong it wasnt as obvious because hypercarry builds with rageblade were the most played if i recall right.

So a good chance exists that even if tanks come back the meta will never be so stale as it was under season 7 post the class rework.

Hemulen Magi24 votes

People actually liked the tanks in the "tank meta" but disliked Ekko Fizz assassins with item 3068 item 3025 killing people with base damages while being impossible to peel and really difficult to kill.

The cinderhulk tank meta was the only case that I can remember in recent times where more people praised the meta than ranted about it. It just didn't last long enough because of unhealthy things like tank Ekko surfacing and surpassing tanks' utility with tank items due to assassins' higher base damage and mobility. So it became a "tank assassin" meta in the end, with actual tanks being much rarer than stuff like tank Ekko/Fizz along with competing mobile fighters like Vi.

The ardent/support meta could have been okay if Riot would have nerfed marksmen so that it wasn't so optimal for every team member to pour their resources into supporting them, resulting in unkillable marksmen who still killed entire teams with burst-per-second damage outputs. The main issue the community complained about was that marksmen dealt so much damage that they burst assassins and so punished assassination attempts too hard that they invalidated the class. Instead of properly nerfing marksmen, Riot nerfed the enchanter supports, nerfed the tanks, and insisted on letting marksmen continue dealing burst-per-second while outscaling everything. In the end, they took the least healthy option for making marksmen manageable, and they buffed assassins and skirmishers into bursting even faster with even less counterplay after having nerfed all of their counters, so that all we have is the current burst vs burst... Buffing assassins and skirmishers to kill in 0.2 seconds was the worst option imaginable.

I think Riot should hard nerf marksmen damage output, buff marksmen survivability with more items like item 3026, buff marksmen early game and nerf marksmen lategame, nerf lifesteal or make it less dependent on damage output (maybe make lifesteal not amplified by crit), buff enchanters, add items to let enchanters support mages, buff utility across the entire game, buff tank survivability, buff tank jungle viability, hard nerf assassin damage (both burst and dps), buff assassins' ability to slip in and out of fights, buff assassin cooldowns (allow lots of assassination attempts with low success rate per attempt), buff turret health and make them do mixed damage, buff stategic macro gameplay items like item 3512, increase SR game length (adding more alternative fast-paced game modes is good too as long as there are enough players left for SR).

GinoSoldier3 votes

[{quoted}](name=Hemulen Magi,realm=NA,application-id=3ErqAdtq,discussion-id=pbFcAjYW,comment-id=000000000001,timestamp=2018-08-10T21:46:09.379+0000)

People actually liked the tanks in the "tank meta" but disliked Ekko Fizz assassins with item 3068 item 3025 killing people with base damages while being impossible to peel and really difficult to kill.

The cinderhulk tank meta was the only case that I can remember in recent times where more people praised the meta than ranted about it. It just didn't last long enough because of unhealthy things like tank Ekko surfacing and surpassing tanks' utility with tank items due to assassins' higher base damage and mobility. So it became a "tank assassin" meta in the end, with actual tanks being much rarer than stuff like tank Ekko/Fizz along with competing mobile fighters like Vi.

The ardent/support meta could have been okay if Riot would have nerfed marksmen so that it wasn't so optimal for every team member to pour their resources into supporting them, resulting in unkillable marksmen who still killed entire teams with burst-per-second damage outputs. The main issue the community complained about was that marksmen dealt so much damage that they burst assassins and so punished assassination attempts too hard that they invalidated the class. Instead of properly nerfing marksmen, Riot nerfed the enchanter supports, nerfed the tanks, and insisted on letting marksmen continue dealing burst-per-second while outscaling everything. In the end, they took the least healthy option for making marksmen manageable, and they buffed assassins and skirmishers into bursting even faster with even less counterplay after having nerfed all of their counters, so that all we have is the current burst vs burst... Buffing assassins and skirmishers to kill in 0.2 seconds was the worst option imaginable.

I think Riot should hard nerf marksmen damage output, buff marksmen survivability with more items like item 3026, buff marksmen early game and nerf marksmen lategame, nerf lifesteal or make it less dependent on damage output (maybe make lifesteal not amplified by crit), buff enchanters, add items to let enchanters support mages, buff utility across the entire game, buff tank survivability, buff tank jungle viability, hard nerf assassin damage (both burst and dps), buff assassins' ability to slip in and out of fights, buff assassin cooldowns (allow lots of assassination attempts with low success rate per attempt), buff turret health and make them do mixed damage, buff stategic macro gameplay items like item 3512, increase SR game length (adding more alternative fast-paced game modes is good too as long as there are enough players left for SR).

A man after my own heart. I agree with everything, especially the Ardent Censer part.

LordGeovanni1 votes

Right Ardent censer wasnt op. Marksmen were op alone none the less when ardent censer was added in. Marskmen were complained about then Ardent censer got buffs then everyone acted like it was ardent censer all along even when marksmen were being complained about for 4 months before ardent censer was even relivant

Ragnaveil1 votes

Uh, I recall hearing multiple top laners galore just whining about playing tanks because they are "boring". The only people who "liked" the tank meta was ADCs because they got a extra slave to protect them if they did anything stupid.

Hemulen Magi1 votes

Top lane bruisers were considered a bit weak at the time into the tank matchups that they were expected to soft-counter, yeah, but most bruisers still much preferred laning against tanks than Quinn or even Jayce. Top lane bruisers had a fair complaint that if they weren't allowed to absolutely bully tanks out of laning (and too hard of lane counters are unhealthy), then they shouldn't be invalidated by being outscaled so hard by marksmen, resulting in no strong enough phase for bruisers in the game to compete with tanks providing a stronger team role after laning. Nerfing marksmen would have tipped the pros and cons of a tank vs bruiser top lane back into balance, since teams require sufficient follow-up damage output in order for tanks' CC to maximize its value and marksmen shouldn't ever be allowed to monopolize the role of a lategame carry on a team. Bruisers still had an advantage (albeit less of an advantage than in other metas) vs tanks during laning and could take down tanks at any point of the game if it weren't for marksmen shredding them far too quickly from the back-line inflating the value of the tank's CC.

LordGeovanni1 votes

except riot did nothing to fix that except give them more scaling damage which didnt change the base damage problems but people stopped playing those bruiser builds anyway because 'it wasnt good anymore'

destroyer227196 votes

One of the FEW times a good bruiser is in rotation Fiora Camille Irelia I play top. Guess what, a fucking tanks come and doesn't need to do SHIT to not die. And Poppy is just SOO cancer to play against as a bruiser.

EvilUnicornLord8 votes

Bruiser isn't a real class. You people need to stop using that word to describe everything from Ashe to Ryze.

Also, don't dash near Poppy or she will punish you for it. It's kind of her thing.

aezens1 votes

First I never saw anyone referring to Ryze or Ashe as bruiser and as far as I know bruiser is the old term for fighter which is official champion classification.

Second tanks have serious stat and gold investment advantage over bruiser especially early into the game. I know they need a lot of ehp in order to tank against an entire team and I know they need damage to be an actual threat for carries. However In my opinion there should be an item and ability overhaul to address teamfigth vs duel strength.

EvilUnicornLord2 votes

I have seen people use bruiser for them.

If bruiser means fighter, then why does everyone under the sun call non-fighters "bruisers"? It's dumb and the official names seem to work far better.

Daddy Tie Me Up1 votes

I have seen people calling cho gath and mundo a bruiser to dismiss how powerfull tanks are and even turn it completely around and call bruisers over powered. You cant make this shit up.

SithesisLord1 votes

Well, technically, Mundo is a Bruiser, if by Bruiser they mean Fighter.

Cho'Gath is a Specialist, which is another class entirely.

Daddy Tie Me Up1 votes

If it builds like a tank and plays like a tank its a tank.

SithesisLord1 votes

Mundo plays like a Juggernaut, despite building like a tank.

By Riot's standards, Mundo is, like Volibear, a proto-juggernaut.

Cho'Gath may build like a tank, but he doesn´t play like a tank at all.

He doesn´t have good engages like Tanks do, has to walk up to you to do literally anything, just like a Juggernaut, has the innate sustain only a Diver or a Skirmisher would have, the kit-based AoE of a Mage, and an execute only an Assassin could love.

Too many classes for one champion, hence why Riot made a new one to place Cho'Gath, Azir, Teemo, Heimer, Kayle, Singed and the gang in: Specialist, or Unique Playstyles.

destroyer227192 votes

What? AM I being trolled here?

EvilUnicornLord5 votes

No, Fiora's a Skirmisher.

My Waifu Vanilla3 votes

You're literally arguing semantics for the sake of arguing semantics. Fiora is Fiora regardless of what he calls her otherwise so you clearly KNOW what champion he is talking about. You are just arguing semantics and dodging his actual comment because you feel like being a petty person.

Leetri2 votes

He's right though, people use "bruiser" to describe everything from juggernauts to assassins. It's impossible to tell what type of champion they mean when they say "bruisers are weak". Do they mean that Nasus is weak? Master Yi? Camille? Diana? Nocturne? They're all extremely different type of champions, yet all under the extremely broad label "bruiser". Which is why Riot improved the official category system a couple of years ago with vanguards, wardens, skirmishers and so on.

EvilUnicornLord1 votes

Fiora has a different role than Camille and Irelia and will perform differently than them against a general class so the argument doesn't hold for her.

That's like saying "Laning against juggernauts like Trundle, Darius, and Lux is no fun."

Lux is not a juggernaut and plays very differently than Trundle or Darius so that's a different scenario with different outcomes.

AetherArising1 votes

You're kinda using strawman fallacy

Bruisers, by nature, seem to be MODERATELY defensive chamions with MODERATE damage and MODERATE-TO-HIGH mobility.

Juggernauts are HIGHLY defensive and HIGHLY defensive stats and builds, maybe getting 1 core dmg item and 5 defense, but absolutely no mobility

Assassins are HIGHLY defensive, LITTLE defensive, and HIGHLY mobile

Mages are all damage but they make up for it with utility

Bruisers tend to make up almost all skirmishers, but are not exclusively skirmishers Just because irelia, fiora, jax, camille, vi, warwick all PLAY differently, look at their kits: Innate defense, Dash, Damage spell, and Ultimate (Some have 2 damage spells with innate defense as passive or stats)

Irelia has Passive(damage) Q(dash+damage), W (defense), E(damage+mobility reset) and minor cc) and Ultimate (a mix of all)

Vi has Passive(Hefty chunk of Defense) Q(dash+damage) W(raw dmg and utility) E(damage) and Ultimate (a mix)

Camille: Passive(Def) Q(dmg) W(dmg) E(mobility) Ult (dmg+minor mobility)

Note the pattern Now look at most assassins kits (Damage, Damage, more Damage) Now look at juggernauts (All damage with INNATE TANK STATS and good baseline numbers w/ mediocre scaling, meaning no need to go hard dmg but better to go def)

Now look at mages (NOT REALLY COMPARABLE TO EITHER OF THESE)

Bruisers tend to be composed of Skirmishers, some split pushers, and frontline damage

Juggernauts are specialists, doing pretty much split pushing and nothing else Nasus is hell to raise as a splitpusher but not THAT good in teamfights because kiting. Yorick is split-pushy too.

Assassins are primarily backline dmg

Make sense?

EvilUnicornLord1 votes

Whether or not that's the original definition, it's still tossed around in places that make no sense.

Usually in the argument "Nerf Bruisers" in which bruisers consist of anything-that-can-beat-me-so-unfair-rito-pls-delet. While it may have actually had a concrete meaning some point in time, it's so flexible now that - to avoid confusion - it would be best to just not use the term "Bruiser".

Automated Riven2 votes

Tank metas are good when tanks soak damage and peel/engage.

Tank metas suck when tanks do all of that while also being able to burst the crap out of everyone because they do 60% of your max HP in one rotation.

BestPudgeNA5 votes

{quoted}

As an ADC, Personally I like tank metas.

Of course you do, you're the only one that gets to actually play the game in a tank meta.

Blåbæret11 votes

The tank buffs are insiginificant tbh. They're not gonna change shit.

chide da jungler3 votes

{quoted}

The tank buffs are insiginificant tbh. They're not gonna change shit.

this guy understands patch notes

Saianna10 votes

don't use clickbaits. They suck.

Krully8 votes

tanks arent all that popular numberswise, so I personally don't mind tank metas, though it is bollocks when theres 3 tanks on the enemy team and they do fuck tonnes of damage

EvilUnicornLord12 votes

Like whom?

Because a lot of people can't tell the difference between tanks and juggernauts so they falsely accuse tanks of doing tons of damage while using Garen as an example. I assume you know the difference, but there's so many people that can't tell them apart that I have to make sure.

Krully1 votes

tanks bring the cc, garen/darius/nasus reminds me why I dont go top anymore.

I mean when the enemy has Mao/Sej/Tahm, who are not only knocking you around like a football, but are also chunking you out. Though, I am bias as I am against tanks having %max health damaging abilities so Grasp is a gimp ability.

EvilUnicornLord2 votes

Um, all three of your first examples are juggernauts.

And since when does Tahm Kench deal a lot of damage? He's a support tank.

Krully6 votes

tahm licks the crap out of squishes

EvilUnicornLord2 votes

That's why you kite and have a support.

ADCs suck early game and succeed late game.

SwiftKitten882 votes

... not sure why u are even making this... even people on the forums arn't dumb enough to think damage nerfs are a bad thing

EvilUnicornLord6 votes

Damage nerfs have nothing to do with it, it's the obnoxious "Oh I played an assassin against a hard-counter and lost, hence all tanks must be OP plz gut them" bandwagon that I don't care for.

Firebeard8 votes

{quoted}

... not sure why u are even making this... even people on the forums arn't dumb enough to think damage nerfs are a bad thing

The man wants to speak his mind, let him. I'm still constantly complaining in the story, art, and sound boards about the botched Varus lore update. Won't change anything, but it feels good.

JAYCCCCCCCCCCCCE1 votes

Tanks are gonna roll up in the top lane, taking no damage because of Resolve + Dorans shield, then 1 ability at you does 15% of your health. Also Ive has a malphite like 4 games ago take ignite and electrocute so idk about that one.

EvilUnicornLord2 votes

Veigar isn't a tank.

Automated Riven5 votes

When malphite takes ignite and electrocute he is going ap. That's not a tank.

JAYCCCCCCCCCCCCE1 votes

https://imgur.com/1Z7f10I

So he actually went Comet and full tank items but still dealt almost the most damage in game. Tell me how this is balanced

YumaS2Astral1 votes

{quoted}

https://imgur.com/1Z7f10I

So he actually went Comet and full tank items but still dealt almost the most damage in game. Tell me how this is balanced

He would do better if he picked Resolve primary and Grasp and other tank oriented runes.

My Waifu Vanilla1 votes

That is entirely match up dependent. We don't know who he was laning against. If he was laning against ANY ranged champion and took Grasp he would simply not have keystone since any competent ranged champion will keep the amount of times you proc grasp on them probably less than 5 throughout the entire laning phase.

YumaS2Astral1 votes

And if he picks Arcane Comet and builds tank, he will have no keystone once late game comes.

Not all runes need to be super useful early game

My Waifu Vanilla1 votes

At that point why arent you taking Aftershock? It's more useful than grasp when grouping and both are completely useless in lane anyway.

YumaS2Astral1 votes

[{quoted}](name=My Waifu Vanilla,realm=NA,application-id=3ErqAdtq,discussion-id=pbFcAjYW,comment-id=0003000100000003000000000000,timestamp=2018-08-12T00:05:06.406+0000)

At that point why arent you taking Aftershock? It's more useful than grasp when grouping and both are completely useless in lane anyway.

Because Malphite can only proc Aftershock with his ult

My Waifu Vanilla1 votes

And when is Malphite proccing Grasp after laning phase? Is he going to just casually walk up to someone and auto them? The scenario is a ranged top laner meaning that there are at least 3 range champions on the enemy team most likely (top/bot/support) with the ranged top laner most likely still being the split pusher meaning it isn't like you are going to be able to get them while you protect your towers either. The only way you are getting Grasp procs assuming this team comp is off your ulti engage which, as I said earlier, is better off with Aftershock anyway since it does more damage and makes you bulkier, which you will most likely need help with, since you are most likely behind since Malphite gets rocked by ranged champions until at least 1 item (even worse if it is Kennen since MR doesn't go as far).

SithesisLord1 votes

He has Sunfire Cape, which deals magic damage.

And Abyssal Mask, which has a passive that improves magic damage not only from abilities, but from Sunfire Cape's passive as well, by 15%.

There's also the Spellblade from IBG to consider, the splash damage from Malphite's W and the massive damage from his ult, which is AoE.

It´s entirely possible, and balanced, for Malphite to deal that much damage, especially in a 32 minute game.

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