Playing an armor/resist tank feels entirely fruitless against all the anti-armor out there
In a match I had about a month ago (linked above), I was against a 5-physical team, so I went for heavy armor as Volibear. Unfortunately, said armor didn't amount to much, as either I got shot down by Vayne or the enemies had more than enough armor penetration to make my 350+ armor relatively useless. This is just one example of how trying to build resists feels utterly fruitless. Even though my team won, I feel as though I'd have lived longer if I had gone for a 5000-health build instead of trying to build armor.
This isn't the only time I've felt like my armor builds have done nothing. Frequently when I play as
etc., I feel as though the defenses I build are actually making me take MORE damage from my enemies (hyperbole, I know). Meanwhile, whenever I play as
who all favor health-heavy builds, I tend to last a lot longer because it's so much harder to chip down their huge health pools. And in other games where I'm up against enemies like
, their high sustain or other survival mechanics mean they don't have to build high amounts of resistances and still end up being as tough (if not tougher) than tanks to kill.
In essence, the resist tanks are getting the short end of the stick when it comes to durability. Even if they stack up high amounts of armor, and even if their abilities scale with armor, they will never be as tanky as a health-stacker or juggernaut, all because their resist-building gets easily undermined by Lethality and armor-shred effects, while stacking MR gets immediately negated by
.
I know offense is supposed to outscale defense, but there's a point where it starts to become fruitless to try and blunt incoming damage. Like the above example, I've had games where I've gotten over 400 armor and a solid amount of health, which should give me a considerable cushion against
and Lethality items, and yet the physical damage still quickly overwhelms me, time and time again. It's not fun when your armor-high build gets ignored by an enemy team with 4-5 physical-heavy opponents. You should be punishing them for it, not the other way around.
You look at how resists work in this game, and then you look at other games like Heroes of the Storm, where the armor system is much more effective and more consistent, letting you take a lot of punishment when you bulk up on armor. When you're playing as Anub'arak against Jaina, when you use his Harden Carapace ability to give himself a large amount of Spell Armor, it does a lot to lower her burst damage. But when you do the same as
against an opponent like
or
, you still feel like you're getting instantly deleted, all because that
or
negates your reward for good Eclipse timing.
Resists should not feel like a loser's stat, and there needs to be a way to make them feel like a solid tanking option.