Tanks need their %max health damage toned down across the board

Shadow Hazard··5 votes·492 views

This is the specific factor that allows them to either match or out damage bruisers, all without the need to be building any offensive items.

I know than riot has initially employed doing this to stop the anti flashy wet noodle fights in pro play. And it is partially understandable, if they don't have ANY damage threat against each other they will never be able to actually kill each other and will almost always end up in situations of disengaging with each other.

Solution 1: across the board, without increasing any numbers change the %max health to %current health for every pure tank in the game. The fights are less of wet noodle fights, but their damage threat against other non tanks, is quite heavily reduced.

Solution 2: move the %health damage onto their engage skills. for such powerful offensive mechanics IT IS NOT OKAY, that they are on their defensive/range/zoning tools in their kits. this is mostly a call out to the 3 biggest offenders ornn's %health damage is moved onto his dash, maokai's %health damage is moved onto his root, and galio's %health damage is moved onto his dash. Any new potentially made tanks in the future should keep this pattern in their fundamental design

6 Comments

Paroe3 votes

... "Tanks do more damage than bruisers" is a fallacy.

Ya see sheep, theres a difference between doing 100 damage to five people and doing 500 damage to one person. A bruisers job is to be a reliable damage threat against squishy teams; To this effect they have strong AD scaling and high base damage.

That bruisers arent an auto win in lane against tanks is a GOOD THING; it means that the bruisers need to scale a little first before they start actually working properly, which means theres a window of power. The problem comes when turrets arent safe due to AP bruiser junglers like gragas and maokai, whom riot doesnt actually know what they want them to be so they have the base damage and mobility of bruisers, but the tools of a tank.

Very Hard Engage1 votes

riot has taken the stance that everyone should be capable of killing anything since the end of season 4.

gone are the days where tanks would stay alive forever and provide peel off cooldown, being team players, and offer little else.

Ralanr1 votes

Moving Galio's %health damage to his dash makes it extremely reliable. Same thing with Maokai W and it was a good thing they took it off.

Shadow Hazard1 votes

actually less reliable. how many times is he landing Q's vs times he lands his E's. similar with maokai, moving it onto his saplings made it much easier to hit, the thing that made maokai's so annoying was that it was a targeted spell.

Like i said in the original post, having such a strong offensive mechanic on the champs safest skill's is a problem. putting it on their engage, makes the engages much more threatening while heavily toning down their sustained poke.

Ralanr1 votes

His E is not hard to land. If anything, you should put the main portion of his %health damage on the tornado part instead of having it on the side parts as well.

LankPants1 votes

Toning down their damage means that they need even more CC and even more absurd bulk to make up for the loss in power. It actually makes tanks worse to play against. When tanks get more CC your actual window for reaction goes down and trying to duel them becomes more frustrating.

A better solution is to allow tanks to have decent damage over time but cut their CC and durability a bit so that there's actual options against them.

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