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Tanks should keep their high base damages so they dont auto lose trades early but come mid-late game they should be doing peashooter damage in most cases. It would be ok if they did sh*t damage if they had other ways to be useful besides unkillable false juggernauts.

Since mythics are the items that define our build, [OUR CORE] and change the way we play the game, why not have tank mythics be the most defining? Tanks dont have to be played in just one way. There are many things tanks could do besides deal more damage the longer they are in a fight. Where is the utility, the buffing, the supportive but aggressive frontline playstyles?

The biggest dilemma with tanks currently is that they either do so much damage that you have to kill them or they will eventually wipe your team, but they end up being so tanky and dealing enough consistent damage that you cant or they do no damage and have barely any usefulness outside of a bit of disruption so you just ignore them and focus down the carries while they hit you with wet noodles and wait for the cooldowns. Tanks need to be annoying enough that you want to focus them down but they shouldnt be able to solo the enemy team. How do we achieve this? Through large, team wide effects that assist your team in various ways. This could be things from AoE Hard CC to super buffing a single teammate to buffing the whole team. Hell, even debuffing the enemy team is a way. Anything but pure damage. Here is a quick rework of the current tank mythics with one new Mana tank mythic.

I also think mythics arent always rush items since you dont even get the mythic bonus until after a legendary item.

  • Frostfire could have had hard CC in the form of a ice field around the carrier during combat that slows. Enemies in the slow field for 5s get increasingly slower then freeze for 1.5s [HARD CC MYTHIC]
  • Chemtank could have buffed allies with MS after slowing opponents and grant then Tenacity [TEAM BUFF MYTHIC]
  • Sunfire could have applied 40% Grievous Wounds on burn and when maxed, apply 60% Grievous Wounds. Allies that hit immolated enemies ignite them, causing them to burn for an additional 5 seconds and applying 60% GW. Ignite has an internal CD per enemy of 15s [ENEMY TEAM DEBUFF MYTHIC]
  • Could add a pure health item similar to Cinderhulk. Builds out of Bami's Cinder+Kindlegem+Tear of the Goddess. 500Health/400 mana/10 Ability Haste. ITEM STACKED Gain 5% - 35% damage reduction scaling up with missing mana, maxing out at 50% mana. A mythic passive that granted 5% health per legendary item [PURE TANK MYTHIC]
  • Shurelia could allow you to transfer 2% of your bonus health and resists to an ally and boost their Move Speed by 30% for 4 seconds. During this time, you lose the amount of resists you gave to your target. If you are killed, the target loses the buff. [SOLO SUPER BUFF TANK MYTHIC]

I also think none of the tank mythics with resists should have flat resists. Instead of 40 armor and 20 mr, something like, 5% increased armor and 5% increased MR. Let legendary items carry flat resists. Not only that, have the resists be adaptive based off which ever is higher be it your armor or mr. Tank mythics could instead say, "Dominant resist +10%/Secondary resist+5%" It would be based off bonus resists. If equal then both resists will get half the value of that a dominant resist would so in this case it would be 5%. If Riot wanted to take this further and stop supports like Rammus and Leona from going crazy with these items early, you can have their percentages scale with levels. Something like 1-20% Dominant resist/1-10% Secondary assist so you dont get level 1 Leona with per-nerf aftershock vibes. Tank supports would be less tanky than their solo counterparts as they would naturally be a lower level. Also, tank mythics having percentage adaptive resists means other classes like ADC/Mages/Fighters cant build them and be as effective as a tank would with them.

A change like this would mean tanks can build these mythics and not worry about having the tank mythic's resists going to waste and more about their functions.

Edit: I want Bami's Cinder to remain a staple but reduce or completely remove the damage it does to champions. I also avoided changing recipes because I just wanted to discuss item effects. Recipes can be Riot. Same goes with numbers. These are just values I pulled from items with "similar" effects.

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over 3 years ago - /u/RiotJag - Direct link

Originally posted by Naerlyn

There's one thing that can't be forgotten in that whole topic, and it's pro play. The more CC and utility as opposed to damage, the more reliant on the team. The more reliant on the team, the more of a difference there'll be in the champion's performance among levels, peaking in pro play.

Many tanks have gone in the past through a problem of performing much better in competitive than in standard League, and the response to balance this (to try and make them adequate in both instead of alright in one / strong in the other, or alright in one / weak in the other) has been to tone down the team reliance, and to grant more ability to do things that don't depend on coordination, more agency.

Secondly, the core problem about this idea for mythics is wave clear. Tanks have low AA damage, obviously, and most of them have weak spells when it comes to AoE damage. Yet lots of them are solo laners. At some point in the game, it becomes extremely important to be able to clear a wave in a reasonable time, to be able to move on the map without this always resulting in conceding minions and wave control. This is where Sunfire comes in for the tanks that don't have good ways to deal with minions in their kit.

And through the entire history of League, Sunfire has always been considered as a first item for top lane tanks based on match-ups, predating any notions of damage creep.

So in the end, if you put one Sunfire mythic and the others being non-Sunfire, tanks with low waveclear will be nearly forced to buy the former or will make a big sacrifice in exchange, while the ones with waveclear will have full choice. And if you make Sunfire a legendary, then tanks with low waveclear will have to either buy it before their mythic or struggle with no waveclear (+ with no easy way to always have Grasp available), while the ones that can clear minions get to choose again.

(And as regards to your point on that, the reason why mythic items are rushed most of the time isn't because of the passive for legendary items, but because they're very strong items that give you something specific to play towards and to get advantages from.)

Very insightful.