Im all for tanks being able to frontline effectively

Tychusfindlay918··1 votes·693 views

But we also have to shave off thir ability to do so much max hp fucking damage. That's what made tanks cancerous in the first place when they could frontline.

like chogath, like ornn, like poppy if you try to buff her Q rather than her resistances again, like shen if you buff his q.

3 Comments

specter4241 votes

I agree. I don't like investing in damage but losing 1v1 to someone that invested in resistances.

EbonyBladeJ881 votes

You'd think Riot would get that. After all, it's supposed to go like this with the champion classes...

Taken from the LOL Wiki page on the Champion Class of Tanks: "Tanks are tough melee champions who sacrifice damage in exchange for powerful crowd control. While able to engage enemies in combat, a tank's purpose isn't usually to kill opponents; rather, tanks excel at disrupting enemies and diverting focus to themselves, allowing them to lock down specific targets (or several targets at once), as well as remove (or peel) threats from their allies."

(The above is not written by Riot employees; it is written by anonymous contributors to the LOL Wiki.)

Tanks (Wardens, Vanguards) are supposed to beat Assassins & Mages because of their ability to absorb burst via their skills, items, what have you. But on the opposite side of the spectrum...

Tanks are intended to be disadvantaged against Fighters (Divers, Juggernauts) and Marksmen because of the continuous damage (DPS) those classes have access to, and the tank's own inferior attack power.

Now one thing we have to note is that it says a tank's purpose isn't USUALLY to kill opponents. My interpretation of that means that Tanks CAN be capable of killing the types of champions that they are intended to counter (Assassins & Mages) because of their ability to shrug off the burst damage and lock them down via their CC, thus FORCING the squishy/fragile Assassin/Mage to stand and fight. But once again, looking at the other side of the spectrum...

That SHOULD mean that if a Tank finds themselves going up against one of THEIR counters (Fighters & Marksmen), they will lose in the long run; because while they might be able to withstand the first few blows, the constant pounding a Fighter or Marksmen can give will wear the Tank down, and the Tank themselves just can't match the punishment because they traded their damage for CC.

With that in mind, you'd think that to increase the ability of tanks to do their so-called intended job of tanking and peeling (NOT killing and snowballing; I'm not saying this IS what they do, but I figured I should bring it up for clarity on the matter), the logical idea would be to increase their RESISTANCES, or their ability to amplify their tankiness/resistances via skills or items. I might be looking at this incorrectly, who knows.

Ralanr1 votes

I’d rather they just make those %damages harder to pull off.

Sion’s is great because he needs to hold his shield up for a bit before popping it. And I’d rather have Poppy’s do 14% on the aftershock only than 7% on each.

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