What happened to the early game of Tanks?
Long post, please bear with me. I see no way to phrase these issues more concisely but I feel they are harming the game so they should be brought up.
Premise:
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Not so long ago I read in the dev corner that laning should be "engaging", should last for a while and based on the skill difference one player or the other can emerge from laning phase with an advantage.
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Also according to the dev corner every role and each champion has a path that he / she travels and different goals he aims for. A scaling champion needs to farm up, an assassin needs to close out the game before late game etc.
With these two key points in mind I would like to ask Riot Games and the community: **what happened to tanks in season 8? **
Runes reforged and the tank class update involved adjusting the base stats of tanks. In season 8 they are so tanky early game that they can bully bruisers / carries in lane. Champions like Cho'gath / Nasus / Garen / Maokai have received nothing but buffs. Cho no longer loses stacks so it literally does not matter if you kill him or not.
**How it impacts the top lane experience and League in general? **
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When a tank goes top lane with Doran's shield and Resolve (casual 750 or around hp) the lane immediately becomes a FARM LANE. Given equal skill, you are not able to kill 1v1 a tank, not even early game. That is not engaging laning. If you force him out of lane, he can easily recall and lose some farm which is not that impactful (see point 4).
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Tanks mostly due to their kit are insanely hard to set behind. Riot claims that every role / class has some form of counterplay. This counterplay in case of tanks used to be their early game where they were vulnerable and exploitable. This is no longer the case.
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Tanks used to buy tank items to survive laning phase. Why do Nasus players now RUSH Sheen and Triforce with impunity? A champion that has no mobility and needs to scale now rushes an aggressive on-hit item because he is so tanky by stats / kit that he can walk up to you and destroy you early-mid game.
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Price of items tanks build (not necessarily tank items mind you). Cho'gath used to build either full tank or AP if he wanted to get kills in lane and actually outplay his opponent. Now the standard rush item is Righteous Glory. This is a bruiser item but due to how tanky Chogath has become (pure stats) he can afford to rush it. Why is Banner of Command 2200 gold when it gives a game-changing active, 60 armor, 30 MR, 10% CDR AND regeneration? Also now that you buffed the early game of tanks why are their items stilll so cheap? It's not like they have problems farming now. A Frozen Heart is still 2700..and I could go on. Most tank items fall into the 3000> range. Why? Tanks are no longer zoned from farm..what justifies these prices? Banner of Command with active is a 144% gold efficient item. What exactly are you thinking here?
**Summary: ** Riot Games claims to be constantly improving the game experience and I believe that to a degree, they address problems more often than not. The game is losing players / streamers and in my opinion it is PARTLY due to the top lane phenomenon which affects other lanes and partly due to how the game "favors" bot lane. However these two problems are intertwined.
Since tanks are nigh invulnerable in the laning phase it becomes the ADC-s task to build itemize against them. (Have you guys noted how top lane bruisers carries stopped building Last Whisper? Not effective anymore on non-dps champions. Another issue). This in turn further emphasizes the dominance of AD carries and DPS damage in the game.
Suggestions:
Riot is looking into AD carries and how to weaken the role / class. This is a mistake in my opinion. AD carries have been important part of the game since release the reason that bot lane is so dominant is not due to how powerful carries are. ADC-s are dominant because Riot overbuffed Supports and Tanks. Any shield / heal support renders the ADC extremely powerful right now. The assassin class update sought to introduce more counterplay to assassins so the class is dead in any coordinated environment (pro play for example). Tanks render top lane a farm lane.
These are the symptoms of a dying game that caters too much to low skill champions (tanks). Suggestions:
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Curb the base stats of tanks. Make them weak early game and scale well into late game (how it used to be for at least 5 seasons).
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Address problem champions. You (Riot) are so damn engaged in reworks and changing outdated kits it is mind-boggling that you turn a blind eye to tanks. It it bad for tanks and bad for those facing tanks. You got horrible kits here, that involve running at your opponent and nothing else. Garen / Nasus / Chogath all champions that have kits that simply DO NOT work in this meta where you give all newly released champion some forms of mobility / disengage. Your solution has been buffing these champions to a state where they CAN run at you and kill you because of their base stats. This is very harmful for a game that is supposed to be competitive. I stop using my brain when I play these champions. For example Garen now has a 85% damage reduction which can last up to 6 seconds...do I just activate it and run at them?
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Stop trying to achieve 50% win rate on champions that have outdated kits. You have no problem keeping down problem champions like Ryze at 44% win rate for months and we have horrible outdated champions like Garen and Nasus and Cho at 49 50% . You need to overtune and actually break their kits to achieve these numbers.
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You are releasing / reworking champions in a particular way: they have bruiser / tanks base stats AND high scalings. Case in point is Galio rework / Urgot rework / Yorick rework / Warwick rework. Out of these champions only Galio was a tank. Look at the stats. Urgot armor : 39 – 111.3 MR: 32.1 – 53.4. Those are higher base numbers than Maokai's for example. Why? Warwick (another tank bruiser) has been sitting at a 54% win rate since release, almost unkillable with a Titanic Hydra. Extremely unhealthy for the game to have a jungler that has tanks stats (damage reduction) assassin mobility (two gapclosers) and control mage CC ( fear / suppress). Again...tank stats ruin the fun.
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Stop pretending that AD carries are the problem. They are squishy, blow up to anything. Look into supports, look into Ardent Censer (yet again). What you did in Season 7 with this item was a joke, It was a disgrace for the game. But then again..you need to keep ADCs strong otherwise tanks would just kill everything with base stats.
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As of 7 March there are 140 released champions in the game. Do you think you should stop pumping them out like clockwork and involve the team in balancing the game?
Thank you all for reading! I know it was a long post but I feel that we must talk about why League is losing players / streamers / popularity. I feel like top lane is part of the problem and I still love this game and find it fun (when I'm not farming 24/7 in a lane that offers no engagement).
and
. They pretty much became unusable in top lane because they no longer have the ability to absorb damage and are falling prey to fighters.
and
are fighters,
just jungles (and has that poke), and
is a specialist so he doesn't really fit the standards of most tanks anyway. If you want to complain about tanks, take into account the victims as well.
is a battlemage
Is a Juggernaut and with that, has the highest base scalings in this game (Juggernauts have the best stats in the entire game)
Is a Juggernaut too
I some sort of drain-tank diver, not a full tank.
is still broken and needs to be balanced first before releasing another balancing problem. Because the designers are slowly becoming.... rather lazy with the implementation of their designs in league and the consequences following that.
is usually a good choice. She has a bunch of true damage to help deal with said tanks, and she has the power to outdual them. You can also use a more poke based champ like pantheon or Teemo to try and beat anybody top in the early game.