The Tank meta complaint and my idea of alleviating it, would you guys be okay with...
My idea is simple... I hope that Riot brings back % Current Health Damage and makes it a prevalent damage type for tanks.
Edit: Add Note, seemingly there has be a bit of confusion but this is basically a change in a bid to get tanks back into the meta without either making them SUPER tanky and 100% unkillable, giving them too much damage or giving them even more and/or longer, reliable cc. The current health damage is just my idea for making a change to them which would make it easier to make them useful without being overpowered.
I hope we can agree that what most people - other than those who like playing the tanks during their strong phase - hate about the tank meta is that while they're super tanky they also do a seemingly unfair amount of damage, while also keeping their utility.
Now I feel this problem is brought about in large by few things.
- % Max Health Dmg - This damage type is pretty versatile and because of that its taken over the tank world as a means for tanks to duel other tanks while still doing damage to squishy characters. The problem arises here when tanks are tanky enough that their % health damage is enough that as long as they live for more than one rotation they still take away most of anyone's health.
- High base damages - This one is fairly self explanatory and base damages on tanks in general is something of a constant struggle as you have to keep rebalancing them around current overall tankiness or damage in-game.
- Damage tied to tankiness - Now this one I'm not prepared to cover in-depth in this post but that could be said to be arguably the #1 cause, especially when paired with my first stated contributing factor.
Now a champion that could have been said to try this method of damage and failed is
. However I believe it wasn't given its fair shake. As those playing during that time would know the problem with Ornn was that his current health damage was inconsistent to the point that at full health you would do a good amount of damage to your opponent but as they got low and you were in an extended trade its damage was reduced to next to nothing as 20% of 2000HP is peanuts next to 20% of 50HP.
The Easier Option (with some drawbacks) Here I think would just be to give most current health dmg abilities a nice minimum damage threshold, this would at least prevent things from getting to ridiculous levels of variance in damage, to the point the low point is pretty much a waste of an ability in terms of damage. This would therefore still give them a chance in a duel situation. The drawbacks would be that you end up with a similar base damage balancing problem, it would just be a minimum damage balance issue.
The Extensive Option
Now this would be to change most % current health dmg abilities to have a secondary utility effect of some kind once the opposing champion falls below a certain actual health value.
This additional utility effect would also interact with the other abilities to shore up damage. In
's case it could be that the Bellows Breath (w) on low health champions would immediately proc the brittle it applies therefore augmenting both damage and utility.
In the case of a champ like
, although it would probably need additional changes her perma-frost could be the additional effect at low % current health values and it would allow her other base damage abilities to do more.
Another obvious hiccup with this option is that it would require yet another tank update.
Overall both options still would require players to get used to this type of damage, something that may bring about dissatisfaction, I do think we can try it though as it would cement tanks as the engage and playing field levellers without just totally killing all targets one by one as their initial damage would be high but then it would actually be better to spread your attention as a tank, both peeling and doing damage.
Now to finish, my question is this. Now would you guys be okay with such a current health damage system for tanks? If not what do you think needs to change about %current health for it to seem fun to play or what other ideas do you have for changing tanks in terms of their damage systems?
rework
rework
rework
do you?
- Magic Penetration reduced from 18 to 15.
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Health Increased to 450 from 400.
Item can now only be purchased by Melee champions.
Armor reduction increased to 5% per stack from 4% per stack but now only applies to the Item Holder's damage.
Cost Reduced to 2700 gold from 2800 gold.
Item can now only be purchased on Ranged champions.
Cost Reduced to 2700 gold from 2800 gold.