Need a Tank Expert Here!!,

ExecutorDill·12/31/2014, 8:59:08 PM·1 votes·678 views

What is your feedback on tanks in "this meta"?

Are they even useful?

What do you get out of spending thousands of GP only to sustain an extra 3 - 6 seconds and still being useless because your the last team member alive with not enough to intimidate your enemies let alone kill them.

Would implementing % bonuses health and amr/mr items that only significantly increases with the more defensive items you buy, improve the tankyness of full tanks while being utterly useless to bruisers who only build 1 - 2 tank items.

Damage is required to siege and win in all aspects of the game with side factors like CC and Utility/Mobility. You can't avoid death, and if you can, you definitely can't avoid backing to tower to regain health/mana and items. So what good is a tank if they can only survive longer and can barely CS. Damage= More Farm and Kills= Experience and Gold= More Lvls and items= Outscaling your Lane Opponent.

Please She'd Some Light :(

8 Comments

ModThe Djinn12/31/2014, 9:55:26 PM2 votes

{quoted} Are they even useful?

As long as peeling and CC are useful, tanks will be useful. Which ones are useful comes and goes, however, based largely on whether or not the AP / AD threats of the day are easy or hard to apply CC to. CC machines were great when people played Carry-ball with Kog'Maw or Trist, but, now that the carry is a bit less of the team's raw damage and the game has largely progressed beyond "form into a ball with an ADC in the middle all the time," tanks aren't as much a requirement as they once were.

Would implementing % bonuses health and amr/mr items that only significantly increases with the more defensive items you buy, improve the tankyness of full tanks while being utterly useless to bruisers who only build 1 - 2 tank items.

Probably, yes. Although I'd almost like to see these items all add a bit of % bonus health, so that they all start working together. Perhaps with 1-2 items that offer less base health but a huge boost in % bonus.

So building 1-2 tank items might net you +10% bonus health...but building 4 would up that to 20%, since all parts might have +5% bonus health or something. Makes deeper investment in tank items a good thing.

I'd also personally be interested in a stat that increases your CC duration by X%. Put it on tank-centric items and maybe a few AP-centric items, and make it so that tanks/supports/CC-mages can opt to sacrifice damage items in exchange for, say, 25% bonus CC duration on their abilities.

Talll12/31/2014, 10:23:36 PM1 votes

XD k.

Tanks are extremely usefull, but only with certain champions. This is why I don't like mundo as much, Tanks are mainly meaning to be used for disruption, and yes for tanking stuff. They need to be tanky to actually last long enough to keep the disruption alive while you're teams carrys take them out. With out tanks your team would be extremely weak and easy for fighters like Xin or Vi to take out very quickly.

Bonus health armor, or magic resist based on % would be extremely OP, You'd have tanks stacking up to 400 - 500 armor at full build EASY.

Tanks can cs just fine, You just gotta have some good timing and precision on when you hit the minion. If you're a tank jungle you should farm up and clear the jungle once, then almost constantly be ganking allies.

Blinded Melon1/5/2015, 11:14:43 PM1 votes

Tanks are pretty much crap in this meta. If you can't 100-0 somebody in 3 seconds, or kite like a damn helicopter, then you are effectively worthless. The designs of such items like LW and BotrK make the items that tanks build less effective, ergo less gold efficient. That is why adcs such as caitlyn and tristana are popular, because they have kite/cc/auto peel, and others like varus are not. Riot and the entire community are so afraid of what happened back in season 2 that they will keep tanks irrelevant until hell freezes over. Whilst letting assassins and ranged toplane cancer run free and own the game.

Mazianos1/6/2015, 2:56:54 AM1 votes

They are very useful, though some less than others.

Tanks like cho do damage and are tanky enough to almost walk through the enemy team(done it before). Other tanks like Mundo are just a pain in the ass to fight seeing as how they don't die and do little damage. If a tank has hard CC, he is pretty useful, he will live to use that CC around 2 times and can chase the enemy carry right into their team with little to no fear.

This is all considering the tank builds properly, and not 6 thornmails.