Balancing Tanks around being only CC/Lockdown bots is a terrible idea and here's why.

Doozku··8 votes·998 views

Riot's recent tank rework was designed to push tanks, primarily Vanguards, away from being champions with a big moment of satisfaction followed up with some mediocre but still noticable damage, and instead push them into CC/Lockdown bots that deal no damage. This idea that tanks should only have CC and durability and shouldn't have good damage is a nice idea in paper, but in practice, it turns out to be pretty shitty. Here's why.

Tell me, what is it that you need to have in order to trade with opponents in the toplane? It's damage. Every toplaner needs to deal some kind of damage to be viable. What about the Jungle? Well tanks needs to be able to clear, which in turn requires them to deal damage. Tanks should also be able to bring damage to ganks. Without it they would be outclassed by Junglers like Elise or Rek'sai who on top of dealing a ton of damage happen to have a solid CC. In other words, the ability for a tank to deal any kind of substantial damage is more important than giving the tank 2 extra CC's. This is exactly what happened to every tank in the tank rework. If you remember Zac and Maokai on release, they were both hot piles of garbage, at least as tanks. Zac had terrible damage while Maokai was literally only viable as an AP support. Sejuani was hot garbage on PBE, but riot caught that and gave her MORE DAMAGE so that she could clear and that ended up breaking her. Same thing happened to Zac. They buffed him by giving him even more CC as well as increasing the bases on his abilities, so now he did comparable damage to before while having twice the CC and an ultimate that allows him to put the entire enemy team into his own team.

Now let's take a few examples of tanks that have been around in the past and compare them to tanks that have been designed recently so we can compare their kits. I'm going to be pulling out champions that have been strong or overpowered in the past, and talking about how much damage and CC they have as well as their satisfaction levels. Poppy: Hits like a truck, but has incredibly conditional crowd controls. Her E stun requires her to hit a wall, her W stun needs an enemy to dash into it, which is incredibly situational, and her ult is an ultimate ability which is a pretty limited knockup that also makes the enemies untargetable, and most of the time you are going to be using it as a knockback. Playing her well can be pretty fun as you are going to hit enemies super-hard and knocking multiple fed enemies away from your carries with your R is fun as fuck. Sion: His passive hits like a truck, and all of his spells have respectable bases which are nothing to scoff at. His only hard CC's are in his Q which is heavily delayed and telegraphed and his R which is heavily delayed and telegraphed unless he uses it at point blank in which case the CC is weaker. Not that all of Sion's CC is AOE, perfect for a Vanguard who wants to initiate fights and stun as many people as possible. This also leads to him being really fun to play. Landing a huge 4/5 man ult/Q feels really good and keeps you coming back for more. Shen: His dueling potential is really good thanks to the damage on his Q, making him one of the most painful tanks. He only brings 1 hard CC, which is the taunt on his dash as well. He does have shielding and utility however, but he is far from any kind of lockup tank. His kit actually reminds me a lot of bruisers and skirmishers in the toplane. He is decent at dueling and spends most of his time splitting, meaning that players from those kinds of champions would enjoy Shen. Amumu: I'm going to be brief on this one. Amumu's kit is fairly boring. He Q's in, using his only hard CC other than his ultimate, then he runs around the enemy team pressing E. But his R is still fun to use and can have a bunch of impact in a game. Its just that after he blows his ultimate he loses a lot of satisfaction Malphite: Same as Amumu but more Rock Solid. Nautilus: This one is an exception. He brings a ton of hard CC's to the table but he still has some damage from his bases. However the reason why he's supposed to be picked over other champions, or his niche, is that he has so many hard CC's and his a massive lockdown threat. On the other hand, he ends up being very difficult to balance, as he often tip-toes on being garbage or overpowered. He's very rarely been just a decent, balanced pick. However, he does have the AOE from his ultimate, which leads to big high moments in his kit. Also catching enemies out with a perfect hook is always fun in the same way that landing that perfect Thresh or Blitz hook feels fun. (Its also notable to say that his meta-role has been support several times. CC heavy, but low damage kits like him are prone to be taken support)

Now let's see some of the tanks that have been designed with Riot's new tank design philosophy. Sejuani: When her damage was initially removed on the PBE, she became so bad that she couldn't even clear properly. This prompted Riot to buff her early damage on her W which made her into a clearing monster and broke her hard. She needs to do damage to be reliable but her actual damage doesn't really feel all that satisfying. All of her damage is frontloaded onto procing her E which wasn't even that satisfying in the first place, and it makes the rest of her kit suffer as a result. Also note that she has no AOE hard CC on her kit whatsoever. Instead, she has a massive lockdown combo by combining her E stun with her R which stuns a target for a pretty large amount of time. Her playability suffers because of this. Most Sej mains say that her rework has made her feel really clunky, and that she just isn't satisfying to play at all anymore. She really doesn't have a huge high moment anymore unlike the old Sej. Zac: Riot replaced Zac's Q, which was a reliable slow and damage spell, into a riot/displacement spell that did minimal damage. The damage from his ult was also nerfed heavily since he no longer gets the three bounces. The CC on his ultimate has remained relatively the same, although it has lost its reliability in exchange for more control over where it can be placed. Because of all these changes, Riot also decided to halve the duration of the stun on his E in half. This caused Zac to be come virtually unplayable. His clear was garbage, he was telegraphed and did barely any damage and he lacked the CC to be good. So riot buffed the bases on his Q which gave him his damage back while also bringing back the knockup duration on his E. These changes broke him as his rework was essentially a big buff to his kit, retaining his damage while also giving him double the CC. Despite this, most Zac mains don't like this new rework because he's much less fun and chaotic than he used to be, and a lot of that comes from his R. His old R used to be this crazy disruption ability that scattered enemies everywhere causing panic and confusion from the enemy team and fun for the Zac. The new ultimate feels much more contained and tame in comparison. It's just less fun as a spell. Maokai: What were they thinking? Riot removed the damage on his Q and nerfed his W, and then frontloaded a ton of damage on his saplings? They also gave him a new R which is kinda cool but they still didn't fix some of the biggest problems that this champ had. Not to mention that since they removed the damage on half his kit, he literally became only viable as an AP Support which primarily used the only good part of his kit, the saplings. Of course they nerfed support Maokai and they reverted the nerfs to the rest of his kit, and he's recently become a monster tank again. His kit is really simplistic and basic with not much nuance other than sapling and ult placement. He just W/Q's you and then saplings you and maybe uses his R for more lockdown, but he's still Maokai. Old Maokai wasn't exactly the pinnacle of enticing gameplay and new Maokai doesn't change that, other than maybe oneshotting somebody with 10 saplings in a brush. Galio: His kit is actually pretty fun, but that's because he's overloaded as fuck. The deal with this guy is that Riot wanted him to be a tank that actually deals damage like a mage, and possibly even one that builds a bit of AP. So they decided to load his kit with 3 hard CC's and also incredible bases on his Q and passive, while also giving him damage mitigation on his ult and W, and a really good dash on his E. Because of this, he's really hard to balance. Why pick any other tank when you can play the Azir of tanks, Galio! Despite that, he's actually pretty fun. Landing a 5 man ult and following that up with a 5 man W feels good, and blowing up squishies with your QEAutoW combo feels good.

So what did we learn?

  • AOE CC tends to feel good to play
  • Champions with a load of CC's but no damage tend to be difficult to damage and are less fun to play
  • Being able to fight and duel enemies feels good as well and can work on kits for Wardens who don't need to have as much CC.
  • Wardens in general don't need to have much CC unless they are being played as support.
  • Big Hard engage ultimates feel good, but they aren't enough to carry a kit in satisfaction levels seeing as how they take up so much of the champions power-budget. They are also difficult to balance since they are easily countered. Simply spread your team out and now its going to be much more difficult to land these big ultimates.

With this knowledge in mind, I think that Riot should stop trying to push Vanguards into CC bots and instead push them back into their old design of having a few big hard CC spells at first, and then dealing a sizable, but not massive, amount of damage, either sustained or burst. However, these designs should not mirror the designs of old Vanguards like Malphite or Amumu. Instead, we should look more towards Sion as a model to base future tanks off of. Having the CC being spread throughout the kit or on a basic ability as opposed to having it be on the ultimate, and instead having the ultimate be a means to achieve getting the perfect usage of said hard CC. After they get their big CC at the start of a fight, their damage patterns should actually mirror those of Juggernauts or other fighters, just with less damage of course. Vanguards should be proactively trying to get their damage off in fights as opposed to passively dealing damage around them. Perhaps giving a tank an auto-attack reset might not be a bad idea? As for Wardens, I feel like Riot's been doing fine on them. Just don't make them really overloaded and either choose to give them good damage or good cc, not both (hi Galio.)

Before I end this, there's one item that I want to mention. Despite what I've just said, I think that item 3193 is actually a good idea for an item. Trading out damage for more survivability if perfectly fine in a tanks kit but I feel like there needs to be some modifications to this item. Right now, there is not enough of a reason to not buy this item. I think that this item should be a niche items for tanks who want to trade out their ability to do damage for more survivability so that they can set up their CC more easily. But right now, there's not enough of a trade-off on this item, and as a result, this items been core on every tank, as well as being bought on divers that shouldn't even be getting the item. I think that one of two things needs to happen with this item.

  1. The damage reduction needs to be brought up to 90% so that you're really giving up damage for the active on this item.
  2. The active needs to automatically proc at the start of a fight since that's generally where a tank will want to use this item so that they absorb the initial burst of damage that's going to come their way. They do end up losing the initial damage that they would have dealt from the initiation however, since this item has already been procced. As for divers that want to buy this item, they will lose 60% of the damage on their primary burst combo, which is likely something that those divers don't want to have happen.

#TL;DR A champion with terrible damage that only brings CC and utility to the table is what we call a support, not a tank. Tanks should feel more like updated, modernized version of the tanks of days gone as opposed to CC filled damageless husks of champions that are difficult to balance and also unfun to play.

Edit: Just to clarify, Tanks should not be doing carry levels of damage. Far from it in fact. The amount of damage tanks are doing now after buffs to their kits is about where they should be. I think that I could have worded and written this post because because its actually more about the CC creep being injected into tank kits because of the notion of them dealing less damage when in reality they still need to do some kind of damage to succeed in any role outside of support. This led to the tank update where almost every champion updated was garbage initially then got their damage buffed back to the levels of a standard tank, which broke them since they now had way more cc of said standard tanks. Same goes for Galio. I was asking more for a return to tank designs of old when they had less cc but more impactful cc and abilities. Of course with more modernization because 8 different colored Amumus running around does not make for an interesting class.

39 Comments

DunkinNoobs4 votes

A lot of people really suck at reading in this thread.

On another note, Riot still has not learned that melee champs that do no damage are still unviable outside of support. I said a few weeks ago that new Zac was going to be unbalancable because the only way they'd be able to make him not broken is to nerf his CC durations and make him useless or nerf his early damage and make him barely able to clear the jungle. Riot chose option 2 and lo and behold, Zac is trash.

fuffychan3 votes

Holy tl;dr

Anyway youre wrong, because tanks are actually doing far too much damage, on top of having stupid amounts of cc

Doozku1 votes

Yes, they are doing too much damage. That's because they loaded them with CC and then realized that they are still garbage with no damage and all that CC, so they added more damage and broke the champ. That's why I'm saying that they should have less CC.

Ralanr2 votes

Imo, cut down on reliable CC, make their unreliable CC hurt more while making reliable CC hurt less.

Doozku1 votes

You can't go overboard on this however. I said to follow the design of Sion but the reliability should be a bit higher on some spells because Sion's big niche is that he is super telegraphed which makes him weak against mobile champs but better against immobile team comps since if he can land his spells he's going to deal more damage than the average tank and CC for longer while having more zones of control and a semi-global initiation.

KoKoboto1 votes

Amumu is my favourite champion

Doozku1 votes

Aaaand?

Just because you find him fun doesn't mean that a vast majority of the playerbase does. I mean you have to admit that his playstyle is overly simple, just Q in, get a good R, then run with W on pressing E. There isn't really any variation, or anything to spice up the gameplay. Just press W and run around with E.

KoKoboto1 votes

I like to play Amumu to amp up magic damage on my team. But I guess I will stop playing Amumu now even though he's my favourite sad mummy...

Amumu item 3070

FantasySniper1 votes

I've always hated playing Amumu.

His quotes are annoying, and his kit is so tasteless. Even though he should be an amazing AP bruiser with the right build, he's never tanky enough.

oSEXYPLATYPUSo1 votes

funny thing after the maokai rework and after the nerf on his E that stopped the ap cheese maokai support i recorded my highest damage on him ever

80k+ damage to champs

http://imgur.com/oyva7wa

http://imgur.com/Fs4Oqps sadly i was out shinned by ziggs and his 103k damage to champs

i clearly must be playing him wrong ... might be too mechanical and advanced for me

Doozku1 votes

I never said he doesn't do damage.

I said that after his rework they tried to take out his damage which left him shitty, so they added it back which meant that he also had double the cc now.

Also damage dealt is meaningless without context. If you were constantly bursting down the enemy team, that'd be one thing, but if you were constantly throwing saplings in lane that the enemy mundo or whatever kept absorbing and healing up, then that damage really didn't matter in the long run.

Paroe1 votes

... I feel like pointing out that all of the champions you listed except for malphite and nautilus are actually intended to be more bruisers and less tanks, but due to their natural high base damage and scaling (a trait of bruisers) theyre built much tankier than they otherwise would be because they have a TON of damage with hybrid offense/HP items.

This being said, a tanks strength SHOULD be reliable CC and low, constant damage. They should be slow, but satisfying without, poppy, sion, galio, or maokais "WTF WAS THAT" damage levels (seriously. a sion with cleaver and titanic who lands ONE Q will wreck ANY squishy). Leona and braum should be what every tank wants to be; low damage, high CC, and satisfying gameplay. However, Braum and leona need waveclear buffs. Braum needs his Q to stop on champions (nerf the slow for this... please....), and Leona needs to execute sunlit minions below 25% health. Every champion should be capable of solo laning except enchanters and healers, because theyre just a toxic concept when they have AP.

Yaskamasandwich1 votes

I love Vanguards to death but they will always have one major problem. The problem with Vanguards since the beginning is the fact that they require too much to function. The things they require is tankyness, damage enough to be a threat, mobility to initiate, and most of all AoE CC, and maybe more. That's the issue right there is they just require too much, and if one is of those is taken away they are no longer Vanguards.

Take away: Damage: take away the damage they become Wardens. Tankyness: take away the tankyness or even curb it then they become Divers with AoE CC. Mobility: they would become Juggernauts with AoE CC. AoE CC: They would become Juggernauts with mobility.

If anyone of these things get changed then they become something else. Sejuani reminds me more of a diver than a tank now after her rework. Maokai was a warden or mage right after. Zac was more of a diver and is broken now after a few buffs. This was always an issue before, just now it's bigger because everyone wants Vanguards just to be changed to Wardens. Before that was scoffed at, now it is being promoted.

If Vanguards have to be removed and changed then they should be changed to more roles closely resembling. Sejuani should be a juggernaut not a warden or a diver. Same goes with every other juggernaut. Not just turn them all into wardens. Of course this would change all of League and require a lot of work and probably throw off balance a ton too.

Big Lincoln1 votes

wardens actually do some pretty impressive damage except for Braum. Shen, Poppy, Tahm and Galio if he's still considered one can put the hurt on people

you don't NEED mobility to initiate a fight, riot's just pansy about letting melee champions have long ranged initiates Sejuani better remove hers lol

and TBH i don't think it should be a necessity that Vanguards HAVE to be tanks. IMO bruisers that can engage by themselves or even a light fighter with some way to lock down multiple people would be a very interesting design

Sejuani item 3070

I think there's an underexplored territory for Vanguards by giving them aggressive auras and buffs to promote allied follow-up, rather than just dumping oodles of CC on somebody. Even something as simple as giving allies higher MS towards an enemy of your choosing would be different

Yaskamasandwich1 votes

[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=u9md9lpT,comment-id=00040000,timestamp=2017-08-05T15:30:34.794+0000)

wardens actually do some pretty impressive damage except for Braum. Shen, Poppy, Tahm and Galio if he's still considered one can put the hurt on people

you don't NEED mobility to initiate a fight, riot's just pansy about letting melee champions have long ranged initiates Sejuani better remove hers lol

and TBH i don't think it should be a necessity that Vanguards HAVE to be tanks. IMO bruisers that can engage by themselves or even a light fighter with some way to lock down multiple people would be a very interesting design

Sejuani item 3070

I think there's an underexplored territory for Vanguards by giving them aggressive auras and buffs to promote allied follow-up, rather than just dumping oodles of CC on somebody. Even something as simple as giving allies higher MS towards an enemy of your choosing would be different

Wardens don't deal damage anymore or just start tickling at mid game. Even Leona's damage drops. Galio may be the exception but really doesn't seemed to be even used as a Warden. Vanguards were supposed to always deal damage to most classes including, contrary to belief, Marksmen. Only fighters, bruiser, Juggernauts out dueled Vanguards. This promotes team work to actually protect the carries. /sigh. I miss them days.

Vanguards need mobility to help initiate fights. If they don't then they'll just be like bruisers, fighters, Juggernauts, but better with AoE CC. The mobility is their power budget. Though to be honest Divers should be the initiators. Another problem Vanguards bring, hard to balance the two classes together.

Vanguards not being tanky are basically divers which again leads to removing Vanguards. The reason Vanguards and Divers are the initiates was the whole Assassin problem back then. They became initiators and replaced everyone else. They jumped in killed the Marksmen and jumped out. That was a true nightmarish times.

Riot is removing auras since they're usually just a stat check. The closest thing to offensive aura would probably be Courage of the Collosus, but that's a self buff and not an aura.

Big Lincoln1 votes

Vanguards need mobility to help initiate fights

They don't, it just helps. If you had removed Sejuani's dash and kept her stun ult, she would still be considered a vanguard by virtue of still having a very powerful initiation spell. Ranged CC is an acceptable compromise for mobility, as Maokai demonstrates with his low-range targeted dash making him a champion who is only mobile when he's already in a fight, rather than being able to freely navigate the map like Sejuani or Gragas. Riot is just stingy about actually having this sort of stuff for some reason, and IMO it's to the detriment of many champions

Doozku1 votes

Wardens don't deal damage anymore or just start tickling at mid game.

Poppy still deals damage later on. So does Shen. Most toplane Wardens actually do hurt, but support Wardens obviously have no damage because they are supports.

Even Leona's damage drops.

??? She doesn't even do damage at any stage of the game.

NineTailedMystic1 votes

Tanks should not have reliable damage. At all. Let alone one dealing 50% or more of a squishy's HP.

Doozku3 votes

When did I say that?

If Vanguards don't have any damage then they might as well be supports. But at the same time they shouldn't be doing Galio levels of damage. That's retarded.

The amount of damage that they've been doing before is fine, Riot needs to tone down their CC.

Big Lincoln2 votes

IMO Vanguards should get other ways to do the job of initiating for their team than raw CC

buffs and auras are criminally undervalued for potentially interesting tools

Ralanr1 votes

Buffs and auras are basically another level of stat checking.

Big Lincoln1 votes

assuming they take an effort to utilize unlike old item 3190 aura no they arent

Ralanr1 votes

Effort?

You mean just being near people to boost others or?

Big Lincoln1 votes

making it more than a passive or a button press

Ralanr1 votes

So standing near people is more effort than pressing a button?

Paroe1 votes

{quoted}

So standing near people is more effort than pressing a button?

"While in combat with champions abilities grant allies in combat with the same champions (whatever)"

Doozku1 votes

We do have champions like Kled who can initiate fights without having any real CC, but having a Vanguard with that kind of ability might be cool.

He just should be filled with a shitload of buffs and shielding that causes stat-check gameplay.

NineTailedMystic1 votes

Zac pre update almost one shotting squishies was fine? Hell, he could one shot a squishy if he investing into an AP item like old Abyssal.

Paroe2 votes

{quoted}

Zac pre update almost one shotting squishies was fine? Hell, he could one shot a squishy if he investing into an AP item like old Abyssal.

Hyperbole is strong in this one.

The build youre talking about was item 1414 item 3152 item 3151 item 3102 item 3157item 3020. A fairly standard non-resource mage build thats ALSO very bruiserish.

NineTailedMystic1 votes

I've had Zacs do 50% HP to me one rotation, no damage items. I've had a Zac buy old Abyssal Scepter and rest was full tank and I took 90% HP, and I didn't even get hit by the entire R.

Big Lincoln1 votes

how much defense did you have

NineTailedMystic1 votes

This is old Zac and at the time either just MR blues or Abyssal.

PePsiLemoNN1 votes

Stopped reading when you said Maokai was shit after rework (implying he had no damage) while he was dealing half of your hp with 2 saplings. Also Zac wasn' shit after rework there were ppl that had no idea how to play him complaining so riot buffed him to 58% winrate ;)

Doozku3 votes

I said he was shit as a tank of course he was good at an AP support oneshotting with saplings.

Dreadlocks1 votes

I think the one stupid change was to item 3068 .. I mean, aside from maybe shen and poppy? who really needs this item for wave clear. Hell even Shen skips it now and just finishes item 3748 first item instead. Pretty much every tank has good enough wave clear where this change was simply stupid.

King of TroIIs1 votes

Tanks are supports. I don't understand why you think they're anything else... They are meant to soak up damage and disrupt the enemy while your carries deal the damage > supporting the team.

A tank that also does damage (and you named a few above) are cancerous to the game. It starts to get into the "Tank Fizz and Tank Ekko" type scenarios where if a frontline champion gets close too to the enemy carry he blows them up quicker or just as quick as a normal carry would with the ability to survive.

A good example of this would be if Vayne was able to build item 3078 item 3153 item 3742 item 3111 item 3194item 3193 yet still do the same damage as she would if she built item 3031 item 3087 item 3094 item 3508 item 3006 item 3026

The point is, tanks should not be able to deal the same or similar damage as a mage or marksman yet be able to soak up 3-5x the damage as a mage or marksman.

Big Lincoln1 votes

The point is, tanks should not be able to deal the same or similar damage as a mage or marksman yet be able to soak up 3-5x the damage as a mage or marksman.

they've never done this without at least going a bruiser build

Doozku1 votes

People are really bad at reading what I've written, so let me break this down for you.

The point is, tanks should not be able to deal the same or similar damage as a mage or marksman yet be able to soak up 3-5x the damage as a mage or marksman.

I have never, ever, ever, ever said that and I don't understand why people keep saying that because I have never said that. In fact, I straight up called out Galio for having too much damage for a tank. While I haven't mention Cho in this post, if I did I'd be calling him out too because the amount of damage he can get from ult from building straight tank is a problem. But on the flipside, Tanks should still be a threat, and they should still be able to kill their targets if they unleash multiple rotations on said target. Look at Zac. The took a lot of his damage on release and that caused him to be garbage, so they gave him back his damage and now he has more damage and more CC.

A tank that also does damage (and you named a few above) are cancerous to the game. It starts to get into the "Tank Fizz and Tank Ekko" type

  1. I have still never said that tanks should be doing this much damage
  2. Tank Fizz and Tank Ekko technically aren't tanks, they are bruisers.
  3. The reasons why these champions were toxic while building tank items wasn't because they did damage while being tanky. If that was the case, the entire class of Divers and Juggernauts would be toxic. The reason is that even without tank stats they are hard to kill. They have some of the strongest defensive abilities in the game as well as being incredibly mobile, but that is to compensate for their biggest weakness, how squishy they are. When you take that weakness out, they become broken.

A good example of this would be if Vayne was able to build (whatever)

yet still do the same damage as she would if she built (whatever)

Please read what I have written.

Tanks are supports. I don't understand why you think they're anything else...

Tanks are not supports. They aren't carries, and they do help their team, but they are not supports. Supports go botlane, do not farm, and instead focus on helping their carries and their teammates to get ahead. Support is not a class, it is a role. Because of that, Ivern isn't technically a support either even though he is in a supportive class. There are tanks that go support, but there are also tanks that go toplane and in the jungle. Those tanks require some level of damage to be able to properly clear their jungle or trade with their opponents. Without it, they become garbage like release Zac and release tank Maokai.

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