We need a defense rework asap and here is why

Spoofghoul··26 votes·1,652 views

Medium sized all of text incoming do not fear there is tldr

I have seen threads about how damage needs a nerf but in all honesty i don't think damage needs nerfing. Nerfing all damage would be one hell of a balance nightmare to do. The way champions deal damage and how much would be apropriate can be slowly rebalanced and reworked with class updates, there will always be outliers in classes which can be put into certain sublasses like juggernauts for example they funtion differently then say a xin zhoa who is also a fighter.

Defense is just ineffective right now and doesn't work properly which is where i see alot of grief coming from

If a tank snowballs they can feel unkillable due to them stacking defense and you not having the tools to cut through it. But once you do have those tools like armorpen or magicpen you can suddenly cut through them like butter. This is especially true for dps as high health alone would be enough to defend vs burst its not effective vs dps this is where you need the defenses but as they get penetrated all you have is health which as i stated is ineffective.

So we need a way to make defense power more appropriate Now Riot has already done something which seems like a very reasonable solution at one point, they differentiated between base armor and bonus armor, base health and bonus health what we now need is base magic resist and bonus magic resist as this will help with some magic dps problems which sometimes Aryze cough Azir cough Ryze

My point being, i dont think penetration should always be super effective, but rather should be appropriate.

For example Darius has a high base armor of 97 if im not mistaken, this means he will always have at roughly 50% damage reduction vs AD unless shred or flat penetration is involved Vs adc he feels adequately tanky you dont just blow him up, but thats also because he can heal alot. But even with mortal reminder you cant just kill him with a few auto's as an adc which feels about right in combination with his healing power.

This where i want to make a change currently you see black cleavers everywhere which is fine but it shreds total armor making it effective vs everyone Imho i think it should be reworked to shred bonus armor

The same thing goes for magic penetration voidstaff should work vs bonus magic resist, and if there ever will be a magic resist shred item it should also only affect bonus resist, this will help out magic dps

The only thing which should really be effective vs base armor/mr is flat penetration

This will allow for tanks, and other tanky sublasses like juggernaust, to be given high base defense which means they will have at least a certain base level of tankiness.

This will also give more and so much better balancing levers

think about it, if tanks were to get the highest base armor in the game and items which give shred and pen will give low or lowish AD. And AD assassins were given good AD scalings but low scaling base damage then they would almost certainly not want to abuse %penetration or shredding because those would be less effective on them then flat penetration this will amke a tank with high base armor and alot of bonus armor a tough opponent but a squishy with low base armor a proper target for them.

But thats just one example of how this could be used balance wise, Let us look at another one. Deadmans plate was primarily a juggernaut item for champions like Darius and volibear to get into the middle of fights more easily, then it got picked up by everyone to the point where i have seen it on a Fizz, a Veigar an Azir a master Yi. None of them are juggernauts or beefy dudes who want to be in the center of a fight and were faciing a bit of trouble getting there vs some opponents thus eneding the item. An item like this could be given 50% of base armor making it stat wise excellent for juggernauts and tanks but alot less effective on other classes thus preventing abuse for the mobility it provided. Ofc % of base armor should not be used liberally because off meta builds etc do have a place just an extra tool to prevent abuse where its apropriate

The only place where i can see total penetration or shredding apropriate is in a champions kit because a cost can be attached like cooldown and mana or energy.

Now lets talk about health

We already ahve a bonus & base health thing, but i hardly see this used for % damage Very often you see %max health damage % current health damage or % missing health damage % damage could also be subject to bonus vs base health

This doesnt mean we have to change how all % damage works by reworking all the abilitiess and items But tanks could have acces to an item which makes % health damage only target their base or bonus health This would need certain limitations to prevent abuse cases, something like a warmogs hearth requirement seems about right.

TLD;DR Maybe not all of the above is perfect but i do think tankyness in generall could use a bit of an overhaul because sometimes it really feels like you melt as fast as a squishy when playing a tank.

It just doesnt really feel like you can be tanky anymore and i do not think doing a total overhaul of damage is feasible but given that we can differntiate between bonus and base resistances/health we can utilize this to make the counters to said stats feel more appropriate aswell as to give tanky champions at least a certain basic effecitveness at absorbing damage

28 Comments

BastionKross8 votes

This will allow for tanks, and other tanky sublasses like juggernaust, to be given high base defense which means they will have at least a certain base level of tankiness.

Riot sort of started to do this with the juggernaut update, but then dropped it to work on the damage dealing classes (marksmen, mages) instead for season 6.

Riot's inital plan was to have juggernauts like Darius with naturally high base resistances so they only needed to stack HP to be tanky. item 3071 item 3053 item 3748

Real tanks like Malphite would have the opposite: High base HP so they would only need to build resists to be tanky. item 3025 item 3110 item 3075 Maybe item 3102 and item 3001 if Riot ever got around to the tank update.

That way, champions who were meant to be tanky could save money by only needing resists or HP instead of both, and champions who were not supposed to be tanky Ekko Fizz would have to spend extra money on a mix of both.

This also meant that items made specifically for juggernauts or tanks would be less likely to be abused by each other as they are now. A titanic hydra would be nice on a tank with naturally high HP, but if titanic only counted bonus HP tanks wouldn't touch it outside of a few niche cases.

Riot did half the work by doing the juggernaut update, but never got around to doing tanks and their itemization to complete the defensive update. Why they decided reworking damage classes was more important than finishing the defensive update I can't say, but I'd be willing to guess it's because damage champs tend to be flashier and draw more views.

Ralanr8 votes

Hopefully the Vanguard update fixes this, because Sion is low in both regards.

Spoofghoul1 votes

yea hes something in between a juggernaut and a tank

but his base stats reflect neither

kile1474 votes

He's definitely a tank not a juggernaut. He has a lot of hard and soft cc in his kit as well as deals percent max health damage. The only way he is a juggernaut is his title and general appearance.

ÈvilMorty1 votes

Thing with sion is that he can stack hp forever because of his w passive, ive had games where i ended up with bonus 500-900hp at late game thanks to this passive its just early game when its a pain since even adc's and mages will have a higher base hp.

Scapegoat 012 votes

i get where ur coming from. I am mainly a damage jungler main and an off pick toplaner. most of my junglers include ad Vi, khazix, off tank elise, shyvana atc... so u get that none of them are innately tanky or that i am advocating for buffing tanks. However i do sometimes play Nasus and Volibear as well as a few other champions that fit into the tank roll including darius and Irelia which isnt really a tank but off tanks. and I have to admit that when i play them, they seem to just blow up in few hits. Nasus is a champion that basically gives up early game and midgame to outscale ppl late game. But when u have a 500-700 stack Nasus at say 35-40 minutes and he goes in to 1 or 2 shot an adc... the adc or apc hits him 3-5 times and he dies before he even gets there the same with Darius and Volibear with the exception that Voli has his passive HP heal and Darius has his 30% heal off Q. and this is just 3 of how many tank champions there are...

They simply shred way too easily and can basically do 0 apart from soak some dmg then dying in team fights maybe with the exception of Darius and Garen or Nasus (vs poorly oriented teams) and if u really look at it... its not the items or stats they gain from items thats making Garen,Darius, Gragas or a Voli tanky.... its the skills they have they either have decent heal or high base stats or simply skills that reduce dmg percentage-wise. So what about the other champions who are classified as tanks that dont exactly have those skills to be tanky but rely on items? They buy the items, go to scuffle or team fight then get blown up even before fight happens cuz adc these days packing some 300-400+ ad with LW and 2.0+ atk speed means they get shredded way too easy simply because armor pen and magic pen is just way too good right now.

and i do agree about this dude Ryze its like he blatantly ignore MR and HP on a whole because he doesnt burst then run away like a veigar or Ahri he simply kite or chase while doing constant dmg which is waaaaay too good. there is almost no item u can buy in the current game to deal with him u either have an escape skill or u die as a "tank".

MunchCrunchLunch2 votes

or you could ignore everything you said that makes no sense and instead reduce the diminishing returns of defensive stats tanks can build to tank anyone effectively except ad carries. we either need less diminishing returns or more items that give significant defense against auto attacks based champions. even with tabis and randuins an adc will chunk most of the tanks health in ~4 seconds.

Serpents Embrace1 votes

That's pretty fair. When I play mages, a tank that's around the same gold level as I am is still a threat. I can't burst them down, and if they hold me in place long enough by catching me out near my lane opponent or just somewhere in the river or jungle, I'm probably going to die. When I play a juggernaut, I know I can beat them but it will take a long time and give them and their team (and hopefully mine) ample time to react, escape or collapse. When I play an ADC, unless they're way ahead or I'm way behind they don't really seem any different than any other target. Exhaust is the only thing that really scares me as an ADC.

BloodyTompon1 votes

There are no diminishing returns. Each point gives you the same as the last in terms of effective health. That's a display thing that makes it appear like there is diminishing returns when there is none.

LankPants2 votes

An item like this could be given 50% of base armor making it stat wise excellent for juggernauts and tanks but alot less effective on other classes thus preventing abuse for the mobility it provided. Ofc % of base armor should not be used liberally because off meta builds etc do have a place just an extra tool to prevent abuse where its apropriate

I'd like to point out that tanks were mostly just building DMP because Rand's and Sunfirecape were utter garbage at the time. It was the only viable HP/Armour item in the game, so yes, it was good on tanks.

I also don't see a problem in tanks using it. It's an item which gives ideal tank statistics and a useful passive. Riot would have known that tanks would build DMP when they put it into the game.

KoggyStyle1 votes

item 3091 MR Shred Item

Spoofghoul2 votes

its kinda awkward for most magic damage champs though [zombie-brand-facepalm]

KoggyStyle1 votes

very much so XD. albeit most users are melee, and its a niche pick in some match ups.

Count Zubat1 votes

It could be theoretically good for hybrid champs, but in reality, maybe Warwick can sometimes make use of it. It could be good for Kayle or Shyvana if only it was just better. Maybe if they would add, dunno, some HP to it, then maybe it would find it's nieche for champs like WW, Kayle, Shyvana or Mordekaiser.

RogueWill1 votes

[{quoted}](name=Lord of Iwul,realm=EUNE,application-id=3ErqAdtq,discussion-id=wl5Azwe3,comment-id=000100000001,timestamp=2016-07-28T17:33:41.369+0000)

It could be theoretically good for hybrid champs, but in reality, maybe Warwick can sometimes make use of it. It could be good for Kayle or Shyvana if only it was just better. Maybe if they would add, dunno, some HP to it, then maybe it would find it's nieche for champs like WW, Kayle, Shyvana or Mordekaiser.

it used to be good on Mundo who can make his AD high but his attack speed would be lackluster. and since all his damage besides AA is magic then it woudl work nice

kile1471 votes

I've been wanting an HP+ AS item for awhile, not sure if it's a combo that needs to be in the game but there's a lot of builds I want to try it on.

bill842 votes

It is good on Kog right now.

Count Zubat1 votes

Oh yeah, forgot about him, I haven't seen him on rift for a long time.

Lady Hammerlock1 votes

{quoted}

its kinda awkward for most magic damage champs though [zombie-brand-facepalm]

The only ones i can think of that can make good use of it are Teemo Kayle

ZT Xperimentor1 votes

So you say nerfing damage would require a full game rework; but changing how defense works would still require a full game rework.

Buttigieg 20201 votes

No we don't, git gud.

SpookyNeedle1 votes

In Korea, if you're an ADC you build armor pen, and if you're not an ADC you build tank. It's a weird meta over there

darkestkhan1 votes

Maybe cause some champs have decent base dmg? Like teemo - get runaan and frozen mallet and you provide dmg and utility for entire team...

Athenes Lulu1 votes

Good thread overall, though a bit of formatting would be just as nice.

Though one concern, so if armor pen shreds bonus armor, that would actually be a pretty big nerf to assassins who has long been rushing LW as their core builds.

So lemme clarify, if you want to die less, get armor/MR, and if the damage dealers don't have armor pen, they're screwed and can't really kill you. That would snowball tanks out of control as they will only get tankier while the carries can't keep up fast enough? Though it could possibly solve the "rush armor pen >> rush AD" problem on every DPS, and that tanks can still die as fast due to how much raw damage there is.

Twerk a Fish1 votes

Thing is, true flat tanks are rubbish. You need to play Juggernauts, because they deal damage, are generally more effective; or you have to build some damage on the "tank".

I've played multiple times 0 damage, flat tank Malphite. According to my defensive stats I had 80% (or close to) damage reduction, yet I died in 3 seconds in a fight, when I was caught by AD enemies, who had no penetration items...

Current league is about having damage and being semi-tank. Being full tank doesn't benefit you or your team at all...

BloodyTompon1 votes

Reworking penetration sounds like an offence rework, not defence. Anyway, semantics aside. Armour, I could get on this. I think segregating assassin items to % bonus armour pen instead of flat pen is a better model. The disruption needed to make it work for magic wouldn't be worth it because the problems AP and magic have are ever so slightly different.

Skias1 votes

{quoted}

Reworking penetration sounds like an offence rework, not defence. Anyway, semantics aside. Armour, I could get on this. I think segregating assassin items to % bonus armour pen instead of flat pen is a better model. The disruption needed to make it work for magic wouldn't be worth it because the problems AP and magic have are ever so slightly different.

Technically since two trees offer pen, Tank items are more often than not, crap when you buy them early on. They directly reduce the value of those purchases right off the rip.

Skias1 votes

Need to be heavy adjustments to Pen available in masteries. Mastery damage in general is too high, but if you remember, having tons of free pen in the mastery table in the past was a huge issue. Relegate it to itemization and take it out of the mastery tree, which makes tank's first item purchases not immediately garbage.

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