Possible solution to tank meta.

VoraciousX·4/27/2016, 5:16:47 AM·3 votes·473 views

There are a lot of assassins recently who can just build tank and completely obliterate the game. Ekko was nerfed for this, Akali has yet to be nerfed for this, I think Fizz is also guilty of this though I only saw it once. Anyways I believe I have a solution to make it where no champion would have to be nerfed for being able to abuse tanky items and would make a meaningful tradeoff almost all of the time. It would take some work but eventually there would be meaningful tradeoffs for these kinds of situations.

Here I go:

  1. Give every champion a max weight value.

  2. Give every item a weight value, this will decrease the champion's movement speed by the weight of the item(obviously the champions' base move speeds would have to be altered). Make items that give armor have a higher weight value than any other items in the game, while most other items would barely raise their weight, or not raise it enough to cap it. When a champion has more weight than their max weight, their movement speed decreases by the amount of weight exceeding the weight cap. Tanky champions would have a considerably high max weight, allowing them to equip most(or all) items unhindered, while non-tanks(especially assassins) would have a lower weight cap, so that when they did equip tank items, they would have to suffer a heavy hit to their movement speed in order to compensate for their increased survivability and being able to deal high damage at the same time. For example, an Ekko might be able to hop into the thick of a fight, but getting away might be a different story due to using his only escape to get into the thick of the fight, and the champions he was after would have a better chance to actually get away rather than him being able to stick to them like glue. Most tanks move slowly and are built to move slowly, because they're tanks, and I'm pretty sure that was your general idea behind tanks, so if for example, a Fizz wants to play as a tank, he should be limited to the same penalty of slow movement as the rest of them, though instead of losing his gapclosing abilities, he loses out on base move speed instead. Once he hops in, he's forced to commit.

In closing, I think the worst this could do is not OBLITERATE tanky assassins, but make them build more bruisery instead of full on tank so that they can't survive long enough to deal more damage than the entire team can to him. If anyone has any other possible thoughts or changes they'd like to make to this idea, feel free. Reducing actual damages could be one idea, but I felt like move speed made more sense and wouldn't cripple a champion for picking something that a champion wasn't made for to experiment or play around. There are a lot of champions that stick to you like glue and when building tanky lately there's nothing you can do to get them off you aside from get under a tower or back to base, so I think hitting their move speed, which we all know is a very valuable stat(and shouldn't make sense on a tank with gapclosers), would be a good idea. Akali might still be able to stick to you though, kinda curious why tank Ekko keeps getting nerfed but Akali's fine.

10 Comments

ModThe Djinn4/27/2016, 2:48:15 PM2 votes

{quoted}

  1. Give every champion a max weight value.

  2. Give every item a weight value, this will decrease the champion's movement speed by the weight of the item(obviously the champions' base move speeds would have to be altered).

This seems like an incredibly large amount of complexity and math to add to the game. It also just seems incredibly un-fun, as it completely removes the capability to build heavy defense on champions who might normally avoid doing so. That's a problem in my mind: yes, in the current environment tanky damage builds might be too prevalent, but that's not ALWAYS an issue, and this is a rather permanent and complicated solution to something that isn't always a problem.

This is especially true because slowing movement speed doesn't hurt many of the champions too much (Akali and Ekko especially are extremely sticky, and many champions with this sort of tanky build end up building Iceborn Gauntlet, Frozen Mallet, or Rylai's anyway). Those it DOES hurt it can effectively remove from play, as they can't catch ANYTHING. It also slows down the pace of the game as a whole as characters move slower, which doesn't seem like a desirable outcome.


You could attach a -X% damage dealt to certain tanky items, but that feels equally unenjoyable (although it benefits from comparative simplicity). Another option might be to scale items like Sunfire or Iceborn Gauntlet off of base health values, which might empower naturally tankier characters instead of assassins. I'm not sure base health has a wide enough range though: the solution of "base health over X value" would work really well, but also be really awkward to convey to the player (a shame, since "Base health over X-1500 by level" gives us a nice level 18 range of 145-915, so if Sunfire dealt, say, 6% of this value you'd get a range of 30-40 on more tanky champions, up to 55 on the most durable).

It's a tricky situation, definitely.

Demon King Maou4/27/2016, 5:19:49 AM1 votes

Or just Delete all tanks and be like THE VOID CONSUMED THEM or something ridic like that XD but nah the guy who posted this thread has a pretty good idea

My Sea Cow4/27/2016, 5:24:46 AM1 votes

There's many ways to deal with those tanky champions...champions you can play or items you can build against. Yes they are annoying, especially at the first few levels, but with your own items, you can easily play against them and win lane

Icestar11864/27/2016, 2:51:17 PM1 votes

This would be very complicated and completely cripple off-meta builds. Riot is perfectly capable of fixing the game without introducing an entirely different stat into the mix.