The future of tanks

Midnight Link·6/5/2014, 5:35:47 PM·1 votes·553 views

As everyone knows, this last season the support champions got a lot of changes in order to make their utility scale through the game, instead of damage, in order to diferenciate em from regular ap carries.

What's the difference between a tank and a fighter? The answer would be that tanks have superior utility (CC) while fighters have more damage scalings, but in the late game, the difference between a tank and a fighter's cc isnt that big, so the damage is always important, therefore fighters will always become before tanks.

Last season tanks were viable in the jungle because the jungle gave so little money that no one could do really good in there, except a tank, because he wouldnt scale with damage that much, therefore they just had to buy defense to be good, and that's the sole reason why tanks were picked, because they didnt scale, so they didnt need gold as other do.

Personally i love playing support this season, the only problem would be that pure supports dont actually have items to build after the basic build, but i think the core problem (lack of gold) was solved, so creating and adapting items is the easy part.

My idea about the tanks (probably could only be applied in a new preseason due to the scale of the changes) would be to make tanks utility scale with offensive statistics, just like a support, their role is already to support, why not use the same on them? I think that this direction would make clear distinctions between tanks and fighters, because tanks now wouldnt have to always build only defensive, they would be able to make the same choices that fighters currently do: shall i buy ap/ad and get more utility or shall i buy defensive to survive more?

I could clearly see a game where zac's q slow would scale with ap, as well as his knockup from his e (maybe after making his e knockup scale with ap the range difference between levels on his e could be reduced, so he could have a bit more range on e in the early levels?) maokai's q slow/knockup scale with ap, maybe as well as the range from his e? sejuani's stun from her ulti, the knockback from her q? same for amumu, maybe malphite's ulti missile speed, nautilus q range? speed? so many cool things could be done

I also think that these changes would make playing vs tanks more healthy because if they were ahead they wouldnt become pretty much immortal, which is not that satisfying to play as (watching your entire team die while you cant do damage) and is a lot of frustrating to play against (someone on their team with so much health that its not even worth poking or trying to do anything, he just wont die), but more importantly, this would create clear difference between tanks and fighters which is a long standing problem for this game

0 Comments