Balance issue: Tank Assassins and Balancing offense and defense.
Hey all. I just wanted to give my two cents on the matter of Tank assassins and the issues of the tank meta as well as doing some theorycrafting on the matter. Personally I am not happy with the fact that some champions are OP because of the strength of their kits and the power of defensive items, such as
(formally?)
, and so on. As much as I like Champs with good mobility, damage and defense, having those stats up to eleven is too much, many champions have HP and Armor that is slightly above that of some tanks and they sometimes need it as tanks do build defensively and they do need the extra stats as they can't afford to take a defensive item unless it absolutely necessary.
So here is my idea on how to deal with the issue. increase the base defensive stats of tanks and give them a small bonus to their defensive stats based on their base stat. So as an example, Taking my man
with a base armor of 104,5 at Lv18 and
with 80.2 at the same Lv.
So let's say they both have 3 items and boots(excluding masteries and runes):
Rammus:
,
,
= 3026 HP, 254,5 armor, 133,4 MR.
Fizz:
= 3020 HP, 195,2 armor, 133,4 MR.
So you can see that those maths
will by far outperform
as he is far more damage than
,even if
beats
out by Items and armor by 31%,
he will still lose due to
damage in his kit. And the likes of
and
don't have any better as they have 2041 HP and 88 armor, and 1781 HP and 69.2 armor respectively, and while they do have some damage in their kit, but they are in general tank based.
So what think should be done is to add a base def stat bonus. increasing your base HP by 1% per 50 bonus HP, and 1% per 5 armor type. that way you are getting more rewarded for building tanky and other player would be abusing the power of defensive stats.
Going back on my previous example with
and
if the boost was applied.
would be Getting 405.2 HP, 20.9 armor and 8.544 MR more, leaving him with a total of 3431.2 HP, 275.4 armor and 141,94 MR.
So this begs the question, should tank item be nerfed to compensate for tanks only bonus scaling? Properly considering that Squishes were weak from the start and that they only got so powerful because of the raw power of these items, perhaps even increase the bonus scaling even more as if they are nerfed hard. I don't have a problem if a assassin or a ADC needs one defensive Item to survive and that particular game demands it. The issue this that they get are getting a crap load of flat stats and because of who the base stats of each champion is laid out, all champions are getting the same amount of defensive power and the only thing that is detrimental to building tanky as a champ that is not made for that is high scaling-poor base damage. Juggernauts have at least an excuse for having insane tankiness and damage as they are slow and kitable, and speaking of juggs, they should be getting some of or the same bonus scaling as tanks because of their play style.
lastly I also wanted to add this video Redmercy talking about this issue as he also wants assassins to be build as glass cannons as they were meant to be, Peace: