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I mean we know riot hates us because our entire job is to keep their 200 years bullsh*t champions in check.

I mean wow. This patch they are really open about the anti tank rhetoric.

Not only did they giga buff dps and damage roles but half assed the hell outta the defensive runes lol.

I sense the only "tanks" that’ll even be somewhat playable and or fun will be rakan since he builds damn near full ap anyways.

But yeah. It’s nice knowing all my hard work goes to waste because the role who somehow still dies in lane after having in lane assistance for some reason deserves to be buffed.

Thanks riot.

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almost 2 years ago - /u/R0gueFool - Direct link

Originally posted by Ayo_The_Pizza_Here69

A meta where everyone is way too tanky yes. A meta where tanks are the strongest role is perfectly fine and should be the norm.

Tanks keep literally every other role in check. If tanks are weak the game is extremely unbalanced.

Plus adcs counter us. They are getting more damage more bulk we build more attack speed The more they chip at us and true damage all on top to sweeten the deal. It’s gonna be basically hell to play a tank let alone a tank support right now.

We do agree that tanks shouldn't be weak, and it is never our intent to make a class weak. In fact tanks have been very strong for a while, if you have a tank on your team you have a much higher chance of winning. We don't expect that to change here, and if tanks are weak after these changes we have a balance patch every 2 weeks.

The issue we tend to see with tanks is that it is more difficult to feel successful as a tank and know what you did was the right call, and requires follow up from your team. Whereas an assassin or carry can feel successful from getting kills, and it is very clear when they are doing their job.

almost 2 years ago - /u/R0gueFool - Direct link

Originally posted by Ayo_The_Pizza_Here69

While I’m happy you guys are at least talking it out I find it kind of redundant as most games I’ve won really don’t involve tanks. Mostly juggernauts and bruisers. True that it’s better chances you win when there’s a tank on your team but the main issue is tank players want to do what the role is called..tank. We don’t want damage or carry potential we want to be able to not get popped like a balloon as soon as we do our jobs.

I woulda been fine if all this was added and all the tank items got changed to their pc versions. But this is wayyyy to comfortably skewed towards offense and I get it because offensive champions pay the bills and are in the majority.

But for the love of anything give tanks SOMETHING just as big if not bigger than what offense is getting. Cause if this continues we’re gonna need a damage reduction patch like PC.

Right, I am not conflating juggernauts and bruisers with tanks. When I say tanks I'm talking about pure tanks (Amumu, Rammus, Braum, Leona, Alistar, Malphite, etc). I am not talking about Darius, Garen, Dr. Mundo, Riven or anyone else that is often conflated with tanks because they are melee.

The goal is not to give tanks damage, but we also don't want a world where tanks are literally unkillable. They should be durable, they should take time to kill, but a world where it takes forever for a tank to die just stalls out the game, and not in an interesting way.

almost 2 years ago - /u/R0gueFool - Direct link

Originally posted by Ayo_The_Pizza_Here69

True but the main issue is everyone else is fast paced but tanks. Especially tank supports. They have no gold agency imo. And tank items are really really lacking compared to the smorgasbord of options adcs mages and assassins have alone. Love for an item like anethemas.

I understand tanks can and might be an issue when going about bulkiness but the fact is tanks don’t feel bulky unless in extreme conditions I say find that balance where tanks feel tanky but also aren’t popping like balloons because imo a tank should be the first to die in a Team fight but they shouldn’t pop like a squishy.

Also Gj jinx finally feels amazing to play. But I still worry for tanks.

Plus I would like to add the issue with jungle tanks like rammus and amumu is that in the late game they take a sizable time to clear jungle camps to keep the lead going.

What exactly do you mean by "fast paced"? You are right that they are not as flashy as assassins/carries, but that isn't something that can really be solved with items or runes. The fact of the matter is that most players tend to like dealing damage, and that is just inherently flashier (you remove someone from the map).

You are right that support income is lower than carries, but their items are also MUCH cheaper, and tanks are the ones making the item choices. For most carries the items are dictated by your champion, whereas tank items have a bit more flexibility with things like picking the right item for the right situation.

If you feel like tanks are popping like balloons I STRONGLY suggest trying out Winter's Approach, it is criminally undervalued for how well it is performing. That isn't to say itemization is perfect, there are still improvements we can make. But things take time, and we shouldn't wait until we have everything before we ship anything.

We've also been playing with these in our internal tests and while that can only capture a small fraction of test cases, I hope it brings you some comfort that we didn't feel tanks were severely hurt by these changes.

almost 2 years ago - /u/R0gueFool - Direct link

Originally posted by SwuangLee

Winters approach don’t work on most tanks. Unless you’re playing something like Malph. U sure y’all playing the same game w playing in your “internal tests”??

It does work on most tanks, and that comes from live data not our internal tests. If you don't want to buy it then don't, I'm just telling you the facts about the item, it's up to you if you want to take the advice or not.