Honestly, you kinda hit the nail on the head. As a long time tank player, I feel like there's *so much* anti-tank in the game that I'm not durable enough to get more than 2, maybe 3 rotations of cc off in a fight, so now the only way to force carries to respect the tank is to give them more damage in exchange, which sucks. I *want* to be the giant meatwall for my team. I don't want to care about dealing damage and solo-killing some random ADC, I just want to soak damage and feel like an invincible demigod for a few minutes.
I remember the times when if I somehow got fed in lane as a tank, I could just decide to not care about a small mistake in positioning (on the other hand it only didn't matter if I could actually walk away or if my team was close enough for me to stall), nowadays it feels like you can get bursted down just as fast as your adc while full build. I can never get that same unkillable feeling and it feels like all I can do as a tank is stall for like an extra second or two to hope my team can capitalize on those seconds.
I agree, I'm not a longtime tank player but have mained zac since I started playing last year, I want to be a meat shield, idc if I do no dmg, but if don't, the adc three shots me and I get flamed for engaging even though it's my job
There's just so much percent health damage too now that building tanky just feels like a problem into some enemies. Like if you're against a Viego then you're getting melted in a few seconds trying to stop a splitpush unless you're full armor, which of course leaves you open to literally any enemy magic champion in the game.
Well if 5 ppl focusing you and 1 guy is made to kill tanks its not surprising you die that fast. The point is in those seconds your team does something to kill the enemies
@@davidevans7477 Darius only counters Nasus during the early and mid Game - If you're really up against a 1000 Stack Nasus you can just try to protect your ADC and hope that he'll be able to burst the Nasus down as quickly as possible since he'll just throw his armor shred on you and presses Q to send you back to the fountain
@@khalilrahme5227of course it's not literally invincible... But almost all of them have a "No you didn't" button with that saves them without needing any kind of sacrifice since many of them don't even use mana, they ain't op but they are the most unfun class to play against
best feeling when 15 stacks 10k hp cho runs towards scared adc, not caring about any turrets, and while being not too fast, still being consistent enough to make sure to eventually catch them, and oneshot 85% hp lux with 15 hundrets true damage ult, that shit litterally was in my games as im cho main
'It's not like you can cast a spell to make a person target you and only you' bro yes you can just type to the enemy yas zed yone akali etc dogshit mid ez game they get irl taunted
I had a Jhin taunt me by telling me how terrified he was of me, a fighter, coming barelling towards him full speed Made it far too fun to run after him to not go for just speeding towards him to mow him down
MUNDO/NASUS/URGOT/VOLIBEAR ARE NOT TANKs GUYS THEY'RE JUGGERNAUTS. Oh also, Armor/MR scales logarithmically* mb. But that doesn't change the fact that LDR and Void Staff are broken :^)
Because tanks aren't even tanks anymore with the new items, they're just bulky AoE burn dispensers. They can't really soak much damage anymore save for some exceptions (*couhgs* sion), so Riot tries to compensate that with making their every mythic a different flavour of sunfire cape, instead of giving them utility, which heavily distorts the class identity and creates toxic gameplay dymanics.
@@LyionOfRoses I mean, tanks are by definiton a supportive class, and them existing in top lane allows them to get more tanky and have an even bigger impact on teamfights than a support would. I main tanks on top and support, and personally I never chose this class because I want to deal damage and assassinate the enemy ADC, but because I want to be a hard to kill giant that protects my allies and lays down crowd control, and I think that the vast majority of tank mains would agree with me.
@@michaandrzejsigismundfreih7900 tanks that don’t do enough damage stop being picked top and start getting taken into support i mean a long time ago Nautilus was a top lane tank and after a few nerfs he got taken as support now no one sees him top
I mostly play tanks and i think its pretty sad how squishy they are if you compare them with previous seasons. I think the 'TANK' class just doesn't exist anymore because everything suddenly needs to do a billion damage. Still i miss the old days where there was less damage overall and you could accually help your team by being tanky without needing the damage.
Yeah i played lots of khazix back in the day and its just crazy how it used to take me a couple of spells rotations to kill a squishy but now its just downhill disintegrating people
The only ways to actual tank anything is by qbsolute denial. Like Braum, who can survive fir a few seconds (given 5hat he build full tank and has both his shield and his defens buffs up) or mundo who just can't get cced so easy or taric who makes people invincible.
There's two breeds of "tank" in League currently: the "I stack so much armor that damage literally doesn't exist" tank (Ornn, Malphite, Leona) and the "I'm an enchanter with a big health bar" tank.
Tanks are transitioning into Divers and Juggernaults... unfortunately. One of the reasons real ADCs are losing their purpose, because there used to be a time, when they were the only real role for the job of taking down tanks.
@@longstar5001 I used to main Zed. Back then: Equal items, I need to choose my engage well, get close to ult without using W or Flash because I may need that sticking power. I need to land triple Q so that my ultimate pop kills the ADC, unless they get Lulu, Janna or Soraka ulted. Now: Serrated Dirk, just flash-W to get in R range, I land, press E, auto, ignite, land one Q, and they die before my ultimate could pop, often through Lulu shield. Ridiculous. Playing assassins isn't skilled anymore. One shotting full health targets is not a skillful achievement, it's the bare minimum expected; and Riot made sure it is easier than ever.
"Taric doesn't deal that much damage compared to other wardens." *My alacrity Taric that could chain cc the enemy while bonking them to death:* what did u say?
@@XDave05X Taric and Braum absolutely bonks all engage supports, they certainly do damage if you dont kite them out. Wardens are sort of like juggernauts, and if you have played Tahm Kench or Taric top, you will know they can go even if not straight up beat champions like Garen, Darius and Mordekaiser
Have you noticed something all the "tank buster" champions and items are balancing nightmares because they not only shred tanks but they shred the little defences the carrys have too. Thats the reason this game feels so broken s11.
As a support this is why it's a nightmare to play against a vayne. She can shred you AND shred your adc EVEN FASTER. If you mess up the engage you're probably dead. Also, i really feel like there is just way too much true dmg in the game. It isn't special or rare anymore. There needs to be an item that reduces true damage at this point. Almost every new champ has IN BUILT true dmg.
The problem is riot's obsession with giving every role "agency" instead of highlighting strengths 2 of the 3 tank runes do damage And ALL of the tank mythics add damage instead of defense Some people (like myself) actually LIKE playing defense. but we're relegated to "slowly kill enemies" instead of "lol I never die ever"
I love tanks, I have always enjoyed being my team's wall. However, it annoys me to no end when I get melted. The reason I play tanks is not to do damage, it is to not die. All I would want for tanks is for them to do less damage but have greater survivability. Maybe make a tank mythic that lowers % health damage by 1-5%.
Maybe A tank mythic that lowers the health %dmg by 2-5% but ALSO the damage the tank deals to champions... and maybe also per other legendary item. If its a new item, it could have an active like an aoe knights vow, where you get a portion of the damage your allies get at a certain location, and the aoe is deleted when you die. so you can protect your allies from a far, but just in a specific location, with you being able to change the spot once a minute, but only cast it to the spot you stand on at the moment. In my opinion tanks are not supposed to deal damage, but to soak it up. I think it would push tanks from the high damage threat that gets deleted quickly to a wall of meat to hide behind as an adc. As an adc main, i would enjoy such an item, because it would definetly make tanks more like the ones to defend their teams, instead of just being unfair in every scenario (either unfair for the tank cuz they cant tank the damage and get deleted quikly, or unfair to everyone else, cuz they deal to much damage). I think dealing redused damage to survive that long wouldnt be a bad trade for a real tank, but hopefully for champs like ezreael...
the problem is that with so much mobility and target access they will just ignore you. The item @Eine Maus described would be an alternative but the way the game is designed right now means that if you are not a threat they will just ignore you or just kill you last while you stand there watching 4 ally dead bodies behind you. I don't know why they chose that the way tanks should work is to decrease tankiness -.- , increase damage and leave cc untouched, I think that tankiness and cc should be the focus, but well...here we are
@@einemaus6855 I find your idea incredibly good!! It's a way for the tanks to fulfill their **role**, the tank killers to have a specific purpose and many many more good things... the problem is that Riot sells the fantasy that you will be able to kill anyone you want, without going out of your way, be it buying anti-tank items that inconvenience you, waiting really patiently for the time to go in etc... I love the idea of specific roles with purpose, powers and weaknesses that need teamwork and strategy to reach their maximum but that is not Riot's way for the past ~ 6 years... and tanks and traditional ADCs get to pull the short stick because their power fantasy can't exist. Tanks can't exist because if the edgy edgelord player must kill everyone easily, then there can be no real tanks and ADC because if the edgy edge lord must kill everyone easily then the "if I can stay safe then with constant dps I will eventually deal the highest amount of damage" can't stay safe so it can't ever deal the high amounts of damage it wants... also you are not the only one who can kill the tank because now everyone can kill the tank, remember? Supports can still support the ally that is carrying at the moment, fighters can kill most other people if they can get to them, mages mostly involve damage, burst and/or utility/waveclear so they are still needed and can carry
I remember the days when nautilus just came out. Did you know on his release, he was considered the best tank/CCer in the game, but did some of the least damage? Good times.. Tanks were tanks and not killers, lots of CC. ADC's did not 3 hit you either.
I’d love to see a video on the support role in general. A) because it encompasses more than a single class. B) how it’s uniqueness affects the main lane it’s in, the additional lanes and the game as a whole. C) why it’s important to have one and not just share cs with a second carry in bot lane. And finally D) how skill level among supports vary since it’s a class more unique to enabling the team/disabling the enemy versus simply doing damage or scaling with items
i feel like it's more unique for a role to _not_ encompass multiple classes ( see: bot carry ) than it is for one to do so ( see: support, top, mid, jungle ... so literally every role that isn't bot )
@@scarletnoct5807 Youre actually smoking crack if you think that support has no skill ceiling lol several pro players have gone on record saying that the difference between a good and bad support in competitive can be game deciding. Youve gotta be gold or below
The only thing that comes to mind when hearing "Tanks do to much damage" is: "Welcome to the League of Legends Champion Spotlight, featuring Orrn, the mage deathknight paladin hunter rogue warrior enchanter tank bruiser wizard warlock priest assassin gunslinger druid shaman necromancer ninja gunslinger bard monk robot conjurer blacksmith mystic warden god illusionist templar wizard." -LS
Ornn is an example where he scales with level more than he scales with gold. Ornn is a champion after lvl 13. When his passive starts to % it's way into the late game. Full combo Ornn can deal up to 69% Max HP magic Dmg + flat physical. but he needs to be past lvl 13, hit his R point blank, and not get kited aby an enemy with literaly one more dash.
@@VeneficusCubes to be fair, Ornn is more of a support tank that does just enough damage in lane to defend himself and also get kills. Also the fact that his damage scales with health and tank items in the late game make him almost unkillable (seriously, with the tank mythic into a masterwork item and Tormnail/mask, or both, you are a walking indestructible frontline.)
In the same way Darius if played correctly can kill all 5 enemies, tanks if played correctly should be able to tank all 5 enemies. Tanks should possess more skills like pantheon E, (maybe to lesser extent) where being tanky is innate but tanking to the extreme is achieved only through skill expression, rather than stat checking.
zac and poppy are good examples, like recovering the shield or zac parts to resist more and using your cc to cut or delay the damage of the opponent zac can atleast cc 2 people for a lot of time delaying the damage of the enemy team almost at half, for poppy kiting dps bruiser with q or interrupting slayers and divers entrance with w or delaying the entrance of an anti tank or adc with her r if they had to much peel to kill him you get them away and kill their peel or fornt line with them out ofthe fight
@@lilnoah3915 the thing is, even if a tank could give defenses to an ally (taric) that ally will still be easier to kill than the tank so they will still ignore the tank
I mean if we’re all being honest darius shouldn’t be able to kill all 5 enemies because he’s naturally tanky and resetting true damage ultimates are pretty obnoxious but yea I guess so.
As more of a top/supp main, I think that your opinion opened my eyes, actually. Since I'm not a very high elo player(*cough* gold 1 - plat 4 *cough*), when my friend were fuming about tanks being too tanky and doing too much damage, I didn't know what to respond. And since it is true that tanks kinda suck at tanking (maybe accept chogath and sion to *some* extent, but again - match with a vayne, the existence is pain), giving them more damage is the only way to make them enjoyable, as you said is as true as it gets.
@@freddyfazbearscout1661 You gotta hit that lvl 14 power spike "Welcome to Pimp your Myhic with Ornn, today we have another guest from the mid lane, the dashing, slicing, windwalling, adc destroying, Yasuoooo!" "Hello, its an honor to be here, i have managed to go 12/1 before 20 mins and thought you could help me upgrade my Immortal Shieldbow" "Why yes, you see, i already have plans on how to add more Bow to your Shieldbow, by adding extra propulsion on the sides i have increased the impact of the item, and its overall efficiency has increased twofold! Say hello to your newwww BLOODWAAAARRDDD" *Yasuo covering his mouth in shock and awe and crying in disbelief*
@@conecarina2566 True. Even if I did. Poor ol Ornn can't get to late game cause 2 reasons. Your team ints the enemy team or you int and they surrender. :( there was atleast 2 games that was a hard comeback but that is not the case for most games.
@Fisheryboi I want to try Ornn support, can you tell me how to play him? Like runes and build. I've never played Ornn, but I like his design very much, and I enjoy tank supports 😌
I am a tank main and what you said is 100% true. The main reason why tanks suck is recent item rework. Sunfire aegis is strong, yes, but you need to bear in mind that items such as Draktharr and Kraken slayer exist. Logically you would build tank items that can counter this, but none give you enough armour or health to counter true damage. This is why fighters became so popular because they combine tankiness, but also damage and CC. Especially most recently Dr. Mundo can be played as a tank only because his regeneration rewards him for building health, but his other abilities do not have to be scaled with AD or AP.
@Keshuel you don't even know Vayne's skills. It's %hp true dmg in a same sentence. About Kraken, it scales with ad, if you don't build armor, then every attack hurts, not just 3rd ones. Adcs like Tris Lucian Kaisa only take 10s to deal 30k dmg to a low armor(150) tank (I did a test in early ss, with a correct build no Bork, BT, RageBl or dumb s like that). Do you like to have full build hp to "counter" Kraken just to realize your 7k hp Mundo Sion Cho'gath only live as long as a Tryn ult? There is a thing called effective Hp, take a math class, then argue later.
Tanks are the class and playstyle that i enjoy most in leage of legends, having a fight be decided in less than a second because a Talon can just do that, or having a vayne kill you in 4 auto attacks while being literally untargetable in stealth the entire time regardless of how well you played until she appears, or what champion you are playing, is so incredibly unfun to experience. League is about being that fantasy, the hero who can slay an army themselves, the support who can turn the tides when everything seems hopeless and bring a victory back from the brink, the assassin who can swerve past the guard to eliminate their target and get out barely seen...the fantasy i want is to be an unstopable beast, a massive threat that needs to be carefully dealth with or i will mow a city over, which can only be done nowadays if you are very lucky with teamcomps, as you said, there are mandatory items for making tanks not exist and really unthreatening for so many champions. it does become very sad in those games where i cannot have that thrill of being the threat i play my favourite champions for, but sometimes you get outplayed, and that is okay, you can try again to get that play that sets up your team for the win... and then there are those games where you try and play Cho'gath/Malphite/Tahm Kench/Sion/Maokai/nautilus and the enemy has vayne top, lucian mid, yone botlane, Brand support and mordekaiser jungle, and you lose by straight default. where your entire kit does literally nothing, your crowd control is not enough and you die in less than 2.5 seconds the entire game. that is just the issue, why pick malphhite for his AoE knockup, magic damage burst and durability, when Yone has an eaier to hit, wider aoe knockup, more burst, more mobility, more durability with his lifesteal and shieldbow, both magic and physical damage, two shields...
Maybe the way to go is make every hard cc from non tanks be conditional? like vaynes e. Say, make wukongs knockup only do so when you get hit by him AND his clone, or darius pull you only if you are bleeding, or jax only stunning with E if he was hit X times. What I mean is, tackle the reliability. make tanks THE reliable hard cc class. It will take a major overhaul of the game tho.... rito might not like.
@@CloudWalkBeta reliable CC is the bane of riot, so many stuns and other point and click CC got removed, taric E ww ult idk why riot doesn't like point and click stun if every new champ needs to have 3 dashes invulnerability and the ability to one shot you if u miss your CC
@@ChronicTHX I don't think this change would need to affect cc across the board, just for fighters who are replacing tanks with their cocktail of tankiness, damage, and cc. Morgana would be exempt from the proposed change.
@@vitortakara7090 this is the exact reason why Lulu and Pantheon are kinda popular and reliable in their roles. They can shut down anyone they want anytime by pressing one button after pinging assisst. Imagine if pantheon/lulu didnt exist to stop braindead picks like Yi in low elo . Riot wants more skill expression, bu they have to find a balance ffor the majority of players who can maybe stress out and miss a decisive skillshot in their daily non pro games. They just want every play to be an outplay but only give the broken kits to Slayers because dashy dashy flashy kill "wow look at the moves" while older champs might have less options to provide similar result (Why pick an assassin when u can have an assassinfighterdiverskirmisher like Yone?)
It isnt just reliable cc. I dont think Malphite vs Wukong was a good example for bruiders vs tanks since its more of feature creep. At this point Wukong's Ult is pretty overloaded to help him keep up with other bruisers. Meanwhile Malphite is basically the same since launch outside of a numbers going up and down.
orn can t hit you since hes slower, theres an entire team betwen him and you, and theres is one player in the team desgn to baby sit the adcarry. So yes ! if you como up to an orn he should kill you easily...but really ! how did you mess up this bad?
@@paulomazzer I don't remember what's in the video and refuse to watch it again but do you know there is a lot more to a fight other than positioning? Catching even a .5 second stun gives him a chance to hit his E, maybe he wasn't in the teamfight from the beginning and is joining from behind. Maybe I was in a spot I couldn't escape his ult and that's how he got closer?
5:15 Small nitpick, but I believe the word you were looking for here is *logarithmically,* which is slightly more correct and less confusing (I say more correct instead of correct because I'm not sure whether or not resistances use a *literal* logarithmic scaling). While not technically incorrect, the word 'multiplicatively' implies accelerating returns per armor and mr, rather than the reality of diminishing returns. Alternatively, if you want to avoid using a mathematical term not everybody will fully understand (and admittedly also may not be entirely accurate), you could just say "armor and mr have diminishing returns up to a hard cap", which is slightly more wordy but waaaay clearer. Great video, though! I love these class discussions since it really goes to show how the design philosophy of MOBAs like LoL can't always be 1-to-1 correlated with other genres like MMOs. Sure, Taunt and Fear and Charm exist, but aggro generation on players in a MOBA really does come down to "if you aren't a threat, a good player will always ignore you".
TBH I would like to see more tanks with aggressive mitigation effects, as in "any one affected by X ability, has their damage reduced by Y% for 5 seconds" both directyl and indirectly (such as malphite being able to slow attack speeds) and maybe have more anti-mobility effects, not saying every tank should have a grounded effect but maybe some like voli's old W (which for anyone new was a roar that did a small stun around you BUT if you hit someone with it while they're dashing they take more damage), that way you can pull back on the damage and they can still be relevant both in laning (enemy doing less damage to them so they can cs without being stomped) and in teamfights as they are the annoying gnat whos difficult to kill since he's mitigating your damage which of course means if you decide to ignore him, you gonna have to deal with doing less damage.
the only thing they need to do is switch around the damage numbers. tanks start dealing the damage current supports are dealing>bruisers take old tank's damage>assassins take old bruisers damage> supports are finally balanced.
@@Weerknuffelbeer adc as a role has been shit since 2017. Look at the top ads currently Kaisa and Samira 2 champions that need to be put down and ezreal an adc that can make use of the incredibly stupid bruiser items.
(Un)fun fact! Ornn whilst building full tank still has a lvl 18 3000 dmg burst combo where you can barely move AND has most of the damage be %max health so building HP won’t save you!
@@lilnoah3915 as a tank main, I slightly disagree with you. Tanks ability to fight a single enemy is not purely on damage, it is also on their CC. If a tank can 1 v 1 someone who is squishy, the tank have a better chance of winning cause their are tankier and have cc which extends the fight which is unfavorable to most squishy champions. But in most of the game, tank stick with their team when teamfights happen because in a 4 vs 4 teamfight, its better to have a tank jungler compared to an assassin jungler, for example, would you prefer a Zac who can tank everything for you and CC enemy for you to finish them off or a Kha'Zix who just kills a priority target and runs away to avoid being CCed and bursted down. The main weakness for a tank is mixed damage in enemy team comp, a BoRK, someone who is mobile enough to kite the tank and true damage
@@lilnoah3915 because tanks don’t have even remotely assassin-like burst? You’re high as fuck if you think a 8/0 Ornn will deal the same burst as a 8/0 Zed. Tanks are also a lot slower and less mobile, so they’re much, much easier to hit and lock down.
@@darkki94 I think that's sort of the problem, playing a specific adc that is weak and not even good in most scenarios and needs a lot of her team to pick around her and enable her is the problem. Vayne is a gimmick, she either can hard carry, or she gets perma focused and shutdown with no chance of doing anything. And she's really abusable early game.
@@allykat5931 Me as a malphite main with the opposite problem. Full tank, 4/2, all in's draven, sheildbow saves him, he full heals in 4 autos and kills me on the 7th.
Instead of giving them more Damage, give them more Health regen, so that they are more unkillable. And if they could absorb Damage that others recieve(they recieve the Damage instead of the others), that would be like getting the aggro for pvp.
I had a game today when the enemy team went 4 tanks and Samira, I won lane with 5/1 but then I got R'd by Malphite and at the end of the game I had 7/12...
I love tanks, but there are a few problems, I feel that they get this bad rap of being very easy. I would say they are difficult in since that if you can just lose one team fight with one bad engage or letting one of a thousand champs killing all your carries. But I get why people don't wanna play them. I think Riot screwed tanks by letting everyone get to do their thing. Like the day the assassins got cc tanks were going downhill. I feel the only one worth playing is Ornn. He scales better than the rest and does the most damage with good CC. Since he can lane it feels nice to play and I don't just lose by getting counter picked in the draft. nothing is worse than being a tank and behind. nothing is more useless. When I play tanks I look at my death recap and I see that 30% my health was truly damaged I am like how fun. Everyone in this game can just ignore all my items but I have no way to stop this. Not only that back in the day to beat true damage you stacked health instead of AR and MR but now almost all true damage is done as max health damage. you suck it up. I still love the class and I hope some day they are in a more fun state for everyone but as long as oneshotting everyone is the meta they can't be good or a large part of the player base gets mad when they stack lethality and it does nothing my 400 armor. LOVE THE VID, GOOD JOB AS ALWAYS,
I think you're right about tanks being irrelevant once everyone else got cc. If the only thing your class brings to the table is fulfilled just as well by other classes that also bring damage, why play a tank?
They get this bad rap because LoL players fundamentally fail to understand that skill expression isn't based on mechanics but on macro knowledge. A Garen player with a good macro is a better (and fundamentally smarter) player than any Zed/Irelia/Akali player with perfect mechanics and bad macro. Especially because due to how MOBAs are designed, learning a champion WILL ALWAYS be easier than learning the game's macro: people who claim to have higher IQ/skill level because their champion presses 6 buttons in order rather than 3 are just succumbing to a coping mechanism.
The "anime protagonist" syndrome strikes again when DPS gets angry because all their knife slice and dice gutting spectacle goes to shit because someone brought a chain mail to the fight. Then they get more tools to get over the chain mail and the guy with the chain mail decided to beff up to compensate. Now the guy with the knifes bitch about the buffed guy hit too hard.
Well... yeah. Playing dps is kinda useless when every random pile of walking bonus hp can just hardcounter you with half an item for the entire game. Who would've though.
Much like with manaless champions: for every Ornn there's a Malphite, for every Rell there's a Leona, and for every Braum there's a Tahm Kench. Champs like Ornn, Rell, Braum, Sion, Nunu, Sejuani etc. show that it's possible to make a tank who's just pure beef and CC and still have them be fun and balanced. But while those champs provide what most people would consider a reasonable amount of damage there's Leona, Shen, Gragas, Poppy, and of course good ol' full AP Malphite who do way too much damage while also being very hard to kill. This may be my bias as a Rell main but I would like for every tank to be like Rell. Very good at lockdown, very good at soaking up damage, but with obvious weaknesses that stop them from just walking out of any danger like the huge slabs of beef they are. I don't think Rell is the _perfect_ example of this (250 movement speed is such a pain in the ass) but I think that Nunu and Sion are good examples. If they engage at a bad time they'll be locked in the middle of the enemy team with nothing but their base abilities and raw stats to keep them safe. They don't have abilities like Malphite or Rammus that reward you for being in the middle of everyone which means that getting collapsed on is still a danger.
I... think Poppy shouldn't be on that list. If you're taking "way too much damage" from a Poppy then she's either built Lethality (in which case she practically melts), or you mispositioned and she slammed you into a wall (which is ultimately your fault). You also have to remember that a lot of these champions have poor scalings, and *typically* don't do an unreasonable amount of damage unless they're fed out of their minds or the enemies are misplaying. Gragas builds AP Bruiser if he wants damage - if he's full tank then he's a CC bot who does moderate-to-okay damage. AP Malph is similar - he only seems tanky because he's probably killed you within a couple seconds. If he missed you with that ult then he's likely dead. Leona's/Nautilus's damage falls off hard in the mid game - they can have more capacity for damage output if they build damage - but again, they lose a huge potential for actually tanking. So on and so forth - the only real outliers which I can think of are Shen (who honestly only "tanks" well because he can dodge autos outright long enough to get in many rotations), and.... no, honestly I think it's just Shen. Maybe Sion, but that's because he naturally gains bonus HP which just stacks really nicely with bought resistances. Everyone else can be dealt with as long as you have the game sense.
@Keshuel i used to play leona support and mid kat would always get fed. By the time i can hit my E after she blink ults MY ENTIRE FUCKING TEAM IS DEAD BEFORE SHE IS STUNNED Fuck katarina and you should stop basing champions based on their performance in pro play. We arent pros and we are the common people that play for fucking fun. Playing against champions like kat is nOT fun. Anti heal does not solve healing problems by the way, dumbaSS Go build anti heal against a warwick and tell me how effective that is for you buddy
Because you could just ignore them. Imagine : a Zac who jump in, deal a full combo doing 300 dmg, but having 5k hp and 300 each of resistances. Why bothering killing him of he's not a threat, in damage way ? He can still CC you, but if a bad coordination happen, you can just leave him out and don't consider a threat.
Hot take: I was actually fine with tank meta, or rather the tail end of the most recent S11 one, when anti-tank items were made stronger but the tanks themselves were still very powerful. I think when we got to the second to most recent Udyr nerf was when I personally thought it was "too much." Granted, I like most metas, because (another hot take) I like this game.
However i don't agree that voidstaff is overpowered. Mages dont deal damage over time rather burst. 40% magic pen does not burst tanks down and the tank would kill the mage in 3 abilities or less...
I think tanks should deal consistent damage over time, requiring them to keep people in a fight. No tank should deal burst damage (looking at you malphite).
when malphite does burst, he's not a tank. He's full ap and usually pretty easy to one shot. His tank/bruiser build gameplay consists of> R then use Q plus item slows to slap you to death while drain tanking with grasp
I remember the first time I played with the new item reworks, I played full tank poppy and got oneshot by a lethality khazix while I had 3 tank items..
"You have no other choice but to give them damage" How about making tanks feel like real tanks with better itemization by shifting their massive damage output to better tank stats? Lmao. Even when I play ADC I don't mind tanks being hard to kill, the problem is a full tank Malphite will oneshoot you out of R E W Q. I just rather see them do half the damage and be 2 times as hard to kill.
That’s the point, we don’t want damage, we want to feel unkillable, but that will be boring for most of the players, that’s why they make damage meta so people play the game, but we as tank players doesn’t enjoy the meta
lol have you heard of void staff cracken slayer and ldr tanks would be useless without dmg unless those items and some champions get nerfed everyone can be a tankbuster while losing close to no dmg on squishes
@@falopa26 late reply, but i do find a certain satisfaction in being unkillable. ARAM is at its most fun when i shrug off the entire enemy team while my team does whatever they want with no pressure
When you run a tank as a Juggernaut or Fighter in top or jg they can just curb-stomp. People often don't know how to deal with the match-up, and their already high base damage gets amplified along with them not really having to deal with the diminishing returns of stacking too much armor or mr. If you do this in ranked your opponent wouldn't even realize you are top or jungle to try and counter-pick you in the first place. Sometimes I wonder why the off meta builds don't happen more often. Now I'm sure some bronze player or self proclaimed challenger player will try to explain why doing this doesn't work.
I remember watching a Last Shadow video long long ago talking about tank meta with a point that was something like: "You win fights by lasting more than your opponents. A good tank does that naturally, so the meta of the game is always going to revolve around what is the most effective way to deal with that. As such, technically speaking, we are always on a tank meta."
@@gergovogronics850 Oh yeah I don't disagree. He is absolutely disgustingly overloaded and broken with no counterplay. Not sarcasm. Still wondering why he hasn't been gutted yet, for some reason they BUFF him.
as a tank player i must say the game feels really unfair when the carries gets items because your suppose to build items against their items but you cant build anything against true damage mixed with % max health dmg and an execute.
I don't get why Vars keeps saying tanks cannot carry when they can, and do carry. I've carried multiple games with cho simply cuz i do the most dmg in the whole lobby while also tanking the most. Also i completely agree that feature creep caused the tanks having too much dmg effect. If riot kept the cc for the tanks and the dmg for adc/assassins etc... There wouldn't be a need to give tanks dmg. Why pick a tank when a bruiser can output similar cc while doing more damage? This is very very true and the main cause.
A tank does not have enough damage to kill the entire enemy team. Tanks average the lowest pentakills out of any class besides controllers. When a tank "carries", they carry by making it easy for their teammates to carry. But they themselves are not the carry.
@@VarsVerum Philosophical question. If i tank the enemy team's damage in a fight allowing my teammates to slowly kill them with my help(also this gets them gold). Am i not the carry? What defines carry? It wouldn't have been possible to win that fight without me. I think that is carrying. You can carry games in multiple ways, not just by killing everyone. I think over providing my team the meat shield they need to counter their lack of dmg since they're behind makes YOU the carry. If winning isn't possible without you aren't you the carry? I'm just repeating myself, i think you get what i'm saying(typing)
@@gergovogronics850 maybe everyone does their own job to carry a fight, some more than others. A great engage is probably the thing that carries that one fight, good job Seju, but on another universe, where the same great engage happens, it's the vayne that carries by living an assassin's engage alone and following up the engage, winning the DPS. Eh carrying is really doing your job correctly or better than usual, solo carry doesn't happen. Who cares about great engage when the team doesn't follow, who cares about vayne's dps if nobody is even peeling her(who proceeds to get one shot by anyone) , who cares if you one shot their carry if your team is dead, who cares if you peel your ADC and kill the diver if you lose the fight anyways because rng Ngl these are all examples of games I had and I guess I'm just happy cuz I did my job, hey, I carried my own role.
Yeah, it’s also kind of weird. When I play tank Sion, if I get ahead, I’m basically immortal for like 15-25 minutes (depending on how fed the enemy team’s carries are). But then you suddenly reach a point where you stop being able to take hits for 20 seconds without dying, to being melted by the adc alone in like 4 seconds at most. And that’s why now I usually play lethality Sion, you get melted anyway, but you get to melt others in the process too.
Yeah Tanks don't exist in league anymore, and not I have something to prove my point to show people now. I want Tanks being the way they used to be again.
I think the biggest issue in this regard is that riot is too over reliant on true damage. Not only does it add power creep in to the game but it is far harder to control and compensate for at its core. Nothing in the game should do true damage except where required for fill in math like darius/pyke’s execute for example. I’m fine with it being on a few long cd abilities like ahri’s Q for example, Because it’s only a small amount and it’s a reward every so often for skillful play. But there are a lot of situations where it is used where it should not be.
I also feel like there is too much true dmg in the game. A ton if champions have them in their kit and you can get true damage anytime with an item purchase. It isn't special or rare. It is getting to the point where there should be an item that reduces it.
@@gergovogronics850 Oh that’s exactly the thing is it’s intended to be-uncountable damage. But it was originally used carefully and in small amounts in examples listed above. Usually just as a small reward for skillful play, or to fill in the numbers in special cases. It needs to be pretty much taken out of the game and returned to that way. that’s why conquer was changed. And yet they turned around and made kraken slayer. Kleptomancy was over powered and then they turned that into an item as well, The collector. And don’t get me started on Galeforce. Many of the new items are cool in concept but they break the very fundamentals of the game at its core. They are specifically designed to force and incentivize fights for pro play to make it ‘exciting’ rather than tactical anymore. The result is the desired faster more artificially exciting game, but the side effects that the games become short and snowbally, that’s very few opportunities to have an upset or to recover with tactical clever play. Riot has not learned from its errors and insists on trying to make them work.
Tanks should be the class that you need to avoid but you can't. Instead of disrupting the enemies they should just be in their way to deal damage to the rest of the team. Frozen heart, thorn mail, abyssal mask would be perfect items if they had BOTH resistances each so you could build them any time in the game no matter the matchup. Tanks should not be able to do damage but should be the last one standing in a teamfight (not in the way that the allies die but that its unkillable). Plus they only have 2 keystones, aftershock and GOTU wich make it very narrow for innovation. If there were more keystones for tanks that make you gain stats or hp for each attack or ability that hits you. Than you would avoid hitting tanks while they taunt you and farm up for late when you cant beat them giving a good balance foe the two sides. A lot is badly said ik but i hope you undersdood what i meant to say. Gl hf summoners!
With how mobile enemies are in league you need to have disruption in the form of cc to prevent folks from getting to your backline. Or to allow your engagers to get to their backline. Its sad though that Riot thinks all tanks need damage rather than beefyness to accomplish that.
This is basically how the NBA turned into a 3-point shootout instead of a game with specific jobs for specific positions. But then again, MOBAs aren't meant to be played like MMOs. There is but one goal: Destroy the enemy nexus. And having a DPS carry is basically the best way to go. Back when tanks are ACTUAL counters to damage-based champs, it was fun to play an unkillable wall. But as you mentioned, tanks aren't so invincible anymore due to both the items and the champs themselves. I don't even play Shen as some sort of Warden Tank anymore due to the lack of survivability and how the enemy assassins just have way too much mobility and damage that destroy all chances of being able to keep my own carries alive. I just try to win lane and push all the way to the nexus, building a mix of damage and tank items and only joining my team for important objectives like dragon or baron. Someday, true tanks will disappear. Next up are ADCs with no mobility and survivability in their kits. And afterwards, enchanters will be put on a tight spot due to the fact that they no longer have a hyper carry to protect. In the end, only control mages, assassins, and fighters will remain. Or not. I'm just another voice in the internet. Just another star in the sky.
I miss the good old days when there was only two anti tank item and you only afraid of vayne or kogma now everyone can melt your 7000hp as sion while he is standing still
Maybe give tanks a way to protect carrys aside from CC, maybe in a way that the carrys have to stay close to the tank to avoid taking damage, or redirecting damage to the tank. CC would not be affacted by it, so repositioning enemys would be more powerful. the protecting allys by making them stay close to you could be unique to one or a few champions, but it could also become an item, maybe (tepends on the strength) make it a new mythic (which might pair well with Anathemas chains). Also, they should buff knights vow to redirect more damage. But IF riot would make such changes, they would have to also buff enchanter supports significantly, because all i described have been tank supporter buffs.
if you did that the tank just wouldn't be able to do anything while the enemy ignores them, wipes their team and takes nexus while the tank slaps them with a wet noodle. Tanks need a way to make enemies want to hit them.
@@Megaman-2407 rammus taunt is the exact opposite of an ability that makes you want to hit him in fact, he has it because you _don't_ want to hit him, because hitting him hurts you. beyond that, it does nothing that other forms of hard cc don't already do
Sion is my goto carry in the jungle pick. He has "low damage" mid to late game, but his early game damage is ridiculous. And sion just makes stuff happen. You start fights, protect your carries, and get MASSIVE amounts of health in the jungle (1000+ at 20 mins) his Q does 150% to jungle creeps so it absolutely destroys them, so you also clear super fast. He isint that good at dragon or baron, but it's his only flaw honestly. His ganks are good pre-6 and even better with ult, he can turret dive, he clears quick, and he scales well. Slept on, love that man's.
I'd like to say, while there is a good point to be made that some bruisers/fighters bring the same Crowd Control as Tanks so why choose champion when you can choose I'd like to offer the idea that a tank is a utility based class that can function without a lot of gold income. It isn't their job to carry in the traditional sense of dealing damage and taking kills so comparing them to other types of damage dealers isn't quite a right expectation. Yes every champion needs damage to some extent just to be able to lane/jungle and farm minions as the game functions. Resources are finite in League, Exp and gold is shared among the team. So having 1 member that can give CC and nothing else means they are able to participate at all stages of the game and maybe it leaves more gold on the 'map" for other teammates. For example a Maokai can still ult and root an entire enemy team from an engage whether the Maokai is ahead, or behind. But a Wukong who is behind and can't afford the expensive fighter items, may die too quickly as an engage and is under pressure to perform the role of BOTH damage and CC. Second, I think it is unfair to consider Udyr and Hecarim as tanks even though they abused the tank items and were just as tanky as real tanks, because they simply were too fast. They were supposed to be bruiser/divers but just the items they used were so overtuned and worked just right with them in the jungle that they became a terrible balance combination of: Tanky, Fast, Damage. Ideally you can only pick one or two of those. I think a tank can be fun to play if they had more dramatic abilities that change the course of the fight, like the most recent Rell with her leap and ultimate, or Ornn's massive ult, or Galio's massive ult, it is indeed fun to drop a large theatrical looking dramatic ult like that. BUT otherwise the tank is slow-moving. Udyr who just runs quick and slaps a stun, that's not fun for anyone involved. I want to play tanks, I just wish there were more cool-looking ones that felt good to use abilities like the new champions.
So I don't agree with Season 11 being Tank meta. Udyr is not a Tank, Hecarim is not a Tank. These 2 were abusing Their base damage being high enough that they could build tank while maintaining their damage. You could literally keep the items and nerf their base damage and the this "Tank Meta" would change, because the problem was not the items, it was the champions. Except on Sunfire but this was on Season 11 release. Tank meta states that anything can go Tank i.e Ekko Season 5. This is literally just Riot bad Balancement. But for real, don't play Tanks right now. Divine Sunderer buff was stupid, you literally can't do crap.
@@huntercraft5674 Divine Sunderer and Muramana needs a nerf. If Ez is a problem and has no item, either he needs a rework, or they need to make a Mythic for him. Getting stat checked is not fun. Specially with a item that is meant to counter tanks.
@@raphaelmerino100 i dont think of ez as a problem myself, Muramana has been nerfed a bit already and well, youre kinda right %hp true damage > armor and damage reflection same %hp true damage > even more armor and damage reflection somethings seem to have no counterplay(stat wise)
@@huntercraft5674 Consistent %hp damage on a whole is an issue tbh. Try to itemise against a Gwen. If you dont keep her at arms length you're just a health pot to her
I think a big reason for why tanks deal so much damage is because the class, by nature, is supposed to create space and force the enemy back. This happens in 2 ways, lots of CC and lockdown, or damage. I think I speak for everyone when I say that a Morg Q lasting for 3 seconds is more than enough for me to rather have tanks have high base damages than Morgana or Leona levels of lockdown.
Reading this video's title I realized... I hate more tanks than slayers. But someway somehow, being able to at least be able to attack a tank instead of having my existence completely negate by a slayer calms down my anger towards them.
Was that a Golden Sun music in the background? It sounds so familiar and brought me feeling of great old memories that I can't quite say for sure if it's Golden Sun. Video is great and would get my like already, but the background music made me rewatch it. So gooooood!
I think one of the main reasons that tanks do so much damage now is because for some reason now all tank items have some sort of extra damage added to them, its kinda like if you were to add 30 armor to Infinity edge or add a passive to it that gives you max health every-time you auto a champ, tank items make tanks deal damage in their own little ways which add up to be alot when the tanks are facing squishies that have no form of tankyness to them
I think a good idea too can be an item that taunt AoE, this item should have ONLY armor and magic resistences to prevent other class of champions to buy it, or have a request to activate the taunt.
i think we need more tanks that need a lot of skill expression to execute. Of the top of my head shen is the most skill expressive tank i can think of and even he is quite easy to pick up. For example, a tank that could interact with the environment, like qyiana would be sick
Make tanks actually TANKY. Mages and Assassins and Divers shouldn`t be allowed to kill tanks. Make tanks UNKILLABLE other than to ADCs, Battel mages (Like Ryze and Azir and Anivia), and Skirmishers, this way you can nerf tanks damage and they will still be useful through CC. Riot wants every champion be able to do everything, that is so boring. Every new champ has damage, sustain, cc, dash, percent health damage. If they don't there is an item for it. This loses the identity of each champion every new champion to me is the same as an old one but with the abilities shuffled and under a new name. Like think, Viego, Gwen, Yone are all the same champion. High damage, high survivability, some sort of tank busting passive, a low cooldown dash and some sort of sustain. It's just boring.
I don't agree. Those champions have very different abilites and play styles. THE CLASSES are losing their identity. Not champions. Just like you said, every new champ can do everything. All of them are hybrids. They are all of the classes combined, classes are meaningless to them.
@@gergovogronics850 because classes have not mattered since I started playing in 2019, having classes outside of roles is an absurd idea. Get rid of class definitions entirely. this isn't an MMO
Riot themselves have talked about this, you might like this idea of a true tank, someone that only plays for the carry and is just unkillable CC dealer, but when riot have ever gone that way the champ has become less popular ,because players in soloQ need some agency, supports have already been one of the least played roles for a long time, imagine making half the toplane roster as unpopular as them. its good for a few, and that is respectable,but it just doesnt get the right reaction from the rest of the community
Riot has decided that having Tanks in the game is not fun and that the Tank power fantasy is not allowed, in contrast with every other role fantasy (except for ADC sometimes)... They have decided that no one should be really difficult to kill because people have fun when they kill, and YOU tank player, yes YOU, should also have fun while killing and not by surviving and having CC to help your team, because helping your team also isn't fun and you have fun only when you do everything yourself. As a Tank main I am really sad about this and this especially this season I feel like the game doesn't want me to play it... Please... let me be a tank, if I wanted a tanky fighter, I would have picked a tanky fighter... Also, please don't call it a Tank meta's when fighers are able to do enough dmg while being too tanky but at the same time tanks don't do enough but just survive 2 seconds longer... it's not the tanks that benefit the most nor the tank players that gain the most enjoyment. I think it is time to have item restrictions based on the intended role of the champion. Tanks should be able to be tanks but not have too many damage-item options, fighters should get a mix but not be able to become assassins with survivability or tanks with too much damage just from their kits, ADCs can have unique survival items that don't get instantly abused by assassins and skirmishers etc. This way champions can become more unique, you stop many kinds of unfun exploitations, you create more unique items without the fear that they will get cross-class use if you don't want to etc. Right now (with the exception of mages that already use basically only their intended items) I see that all classes have the same kind of power-to-game-state curve. Almost all tanks are great at mid game and fall later, crit ADCs get stronger with time, slayers get stronger with time etc... what if you had one tank have % resistance buffs and health rations(late game scaler) and another higher base damages, flat resistance bonuses and no health ratios(early-mid game that falls off) in a way pronounced, different but allowable as they both stay tanks, with cc and maybe protection because neither can buy high-damage items (so in no scenario can the first one just be "naturally tanky" but still buy enough damage to kill you easily and the second can't just exploit the flat resists to become just another fighter but with too much cc). Maybe you want a fighter with flat resists but that will be another, unique champion, with less cc and maybe more mobility or maybe you want a fighter with really high innate, kit based tankiness for late game but he has to get to 3-4 items because his "fighter items" don't give many resistances at the start and he cant "just buy the tank items"
as a top main who play mostly tank i agree that some tank are really easy to play and handle (malphite, maokai,mundo) but some who require more mecanics like ornn or poppy are pretty hard to pull off corectly but it's true that the damage power creep is really sad for tank i really enjoyed the old day when i picked 5 armor item and the caitlyne was trying to kill me for 5 minutes straight as ornn. other fact with tanj u must get global game knowledge to play team fight correctly as some1 said " ur a tank your job is to get 99.9% of your health melted put some cc and get off ther fight without giving a kill"
Is mundo a tank or a bruiser now honestly. He has only 1 cc ability in his kit, his Q, which does a ton of damage without having to build damage, and his e and w also just provide damage. Mundo is a lot more like Garen just running at you and clicking on you to death then a Maokai you can cc-chain his enemies.
5:10 Armor and magic resistance scales *linearly* if you keep the rest of the stats fixed against damage without penetration. The total damage you can take is (1+0.01armor)*hp. Early game armor seems to scale more than damage because armor, magic resist and hp is just cheaper than AD, AP, AS, crit, and cooldown reduction, relative to your base stats + minion aggro, while later on in the game building damage includes this thing called % penetration, and all the unique passives of attack items that does more for your dps than the utility unique passives on tank items.
Malphite main here. When I first started playing 5 or so years ago I got a lot of enjoyment out of building tank. My job was simple, land R on a few people then sit on top of the enemy adc, maybe solo-kill the adc if they split. Fast-forward to now, every champ has some mix of true/%hp dmg, adc's won't lose the 1v1 against full tank malph, and bruisers (Garen, Darius, Illaoi, Yorick, Nasus, Wu) all ignore you durability and run you over. If you are super lucky and they make macro mistakes early your base stats will have you feeling useful till around 15 minutes, then the draven adc will use shieldbow to survive your burst then lifesteal to full. Dmg creep and healing are major problems at the moment, Grievous Wounds don't do near enough to mitigate. So now if I want any enjoyment I have to build some degree of ap nuke and hope shieldbow isn't active just so I can die a half second later. Tanks only feel oppressive due to snowball factor, if they get ahead with their team the CC makes it feel like you can't play. Any games that are even/go long enough tanks might as well be caster minions.
"Being invincible while oneshotting everyone isnt exactly good game balance" *Looks at Samira and Gwen and Viego and Yone and Sett* Riot loves releasing new champions with tons of defensive capabilities and still can kill you instantly, huh?
i rather want tanks to have more item choices and more resistances than damage. i am fine not dealing thousands of damage as malphite but i would like to survive longer against burst champions, if there was less burst/snowball potential in league adc's could shine more and if they did the damage a tank used to fill tanks can get tankier but do less damage. its like rock paper scissors: tank beats burst - burst beats dps - dps beats tank. i rather want a casseopeia or a jinx kill me as a tank than a jhin or khazix. i know being killed or oneshot by a khazix as a tank seems weird and should not happen but that doesnt change my point.
I am a Shen main since season 3. I have him on more than a million points. And I have the luck of playing a champion that lets me block basic attacks, letting me "fake" some tankyness by just ignoring on-hit Items for a bit. Yet still here I am, starting to go for fighter-builds more often than a classic tank build, since it only takes one BorK to completely outtrade me if I build any HP.
"You can't draw aggro from players"
*Picks Teemo top*
Global taunt on
*picks a adc top*
Even better
*Picks Tanko*
Just get seraphine on low elo, ıt is Runeterra wide taunt.
@@coolchrisable don't call me out like that xd
Honestly, you kinda hit the nail on the head. As a long time tank player, I feel like there's *so much* anti-tank in the game that I'm not durable enough to get more than 2, maybe 3 rotations of cc off in a fight, so now the only way to force carries to respect the tank is to give them more damage in exchange, which sucks. I *want* to be the giant meatwall for my team. I don't want to care about dealing damage and solo-killing some random ADC, I just want to soak damage and feel like an invincible demigod for a few minutes.
I remember the times when if I somehow got fed in lane as a tank, I could just decide to not care about a small mistake in positioning (on the other hand it only didn't matter if I could actually walk away or if my team was close enough for me to stall), nowadays it feels like you can get bursted down just as fast as your adc while full build. I can never get that same unkillable feeling and it feels like all I can do as a tank is stall for like an extra second or two to hope my team can capitalize on those seconds.
I agree, I'm not a longtime tank player but have mained zac since I started playing last year, I want to be a meat shield, idc if I do no dmg, but if don't, the adc three shots me and I get flamed for engaging even though it's my job
I use to Main Braum so that i could do EXACTLY THIS, but getting bursted in half a second with Unbreakable up is kinda getting boring now
There's just so much percent health damage too now that building tanky just feels like a problem into some enemies. Like if you're against a Viego then you're getting melted in a few seconds trying to stop a splitpush unless you're full armor, which of course leaves you open to literally any enemy magic champion in the game.
Well if 5 ppl focusing you and 1 guy is made to kill tanks its not surprising you die that fast. The point is in those seconds your team does something to kill the enemies
"LoL doesn't have raid bosses"
*1000 stack enemy Nasus at 15 min ghosting towards your nexus*
There is only 1 way beating that
Leaving the game uninstalling and go into dota
Or a full tank build Darius....
@@davidevans7477 who still loses
@@davidevans7477 Darius only counters Nasus during the early and mid Game - If you're really up against a 1000 Stack Nasus you can just try to protect your ADC and hope that he'll be able to burst the Nasus down as quickly as possible since he'll just throw his armor shred on you and presses Q to send you back to the fountain
"15k hp Sion/Cho'gath appears behind you"
"Beeing invincible and oneshoting everyone is not exactly balanced"
Yone be like: Oh did u say something?
"Nobody's talking about you, moron"
Assassins say hi
@@felipeterranova2452 assasins aren't invincible, one cc and they're done for
@@khalilrahme5227of course it's not literally invincible... But almost all of them have a "No you didn't" button with that saves them without needing any kind of sacrifice since many of them don't even use mana, they ain't op but they are the most unfun class to play against
Yone? Bitch please, have you seen Khazix with Duskblade upgraded R?
6:59
fed cho'gath: "if you cover half of the screen they will attack you as they can't click anywhere else"
best feeling when 15 stacks 10k hp cho runs towards scared adc, not caring about any turrets, and while being not too fast, still being consistent enough to make sure to eventually catch them, and oneshot 85% hp lux with 15 hundrets true damage ult, that shit litterally was in my games as im cho main
'It's not like you can cast a spell to make a person target you and only you' bro yes you can just type to the enemy yas zed yone akali etc dogshit mid ez game they get irl taunted
Or play teemo as tank. The globle taunt should keep your team some time to live
@@amirhamizan9529 You beat me to it :P
Well galio and rammus can do that(especially rammus with a point click taunt)
@@sakissemer4366 Now I miss old Galio ult. That AOE taunt, imagine how sick would that be in the current meta.
I had a Jhin taunt me by telling me how terrified he was of me, a fighter, coming barelling towards him full speed
Made it far too fun to run after him to not go for just speeding towards him to mow him down
MUNDO/NASUS/URGOT/VOLIBEAR ARE NOT TANKs GUYS THEY'RE JUGGERNAUTS.
Oh also, Armor/MR scales logarithmically* mb. But that doesn't change the fact that LDR and Void Staff are broken :^)
na sus
na sus
na sus
na sus
I think u misspelt raid boss :^)
Because tanks aren't even tanks anymore with the new items, they're just bulky AoE burn dispensers. They can't really soak much damage anymore save for some exceptions (*couhgs* sion), so Riot tries to compensate that with making their every mythic a different flavour of sunfire cape, instead of giving them utility, which heavily distorts the class identity and creates toxic gameplay dymanics.
Are you saying that Riot doesn't know how to balance with their 200 years experience? 😂😂😂
I mean if you give tanks utility and cut their damage that just turns them into supports
@@LyionOfRoses I mean, tanks are by definiton a supportive class, and them existing in top lane allows them to get more tanky and have an even bigger impact on teamfights than a support would. I main tanks on top and support, and personally I never chose this class because I want to deal damage and assassinate the enemy ADC, but because I want to be a hard to kill giant that protects my allies and lays down crowd control, and I think that the vast majority of tank mains would agree with me.
I dont think so. Sion is not only exeption, tahm is unkillable 1v1 even 1v2 cause of his e
@@michaandrzejsigismundfreih7900 tanks that don’t do enough damage stop being picked top and start getting taken into support i mean a long time ago Nautilus was a top lane tank and after a few nerfs he got taken as support now no one sees him top
"Rather than a massive party against one boss"
The man has clearly never went up against a ridiculously fed Cho'gath
or Nasus
@@darkki94 duskblade and bloodthirster on Nasus xD
The moment when League of Legends suddenly feels a bit like Monster Hunter.
I've been a 20 stack chogath with cynderhulk! God i miss how much free HP that item gave cho
@@EVERYTYME that and force of nature before the shop revamp
"You can't draw aggro from players"
Galio and Shen: Watch and learn
Rammus: *OK*
Ok.
@@Pablo-hu8tt Based
@@Pablo-hu8tt xD
@@drewblackmatter6669 You are gettin Rework What do you think
I mostly play tanks and i think its pretty sad how squishy they are if you compare them with previous seasons. I think the 'TANK' class just doesn't exist anymore because everything suddenly needs to do a billion damage. Still i miss the old days where there was less damage overall and you could accually help your team by being tanky without needing the damage.
Yeah i played lots of khazix back in the day and its just crazy how it used to take me a couple of spells rotations to kill a squishy but now its just downhill disintegrating people
The only ways to actual tank anything is by qbsolute denial. Like Braum, who can survive fir a few seconds (given 5hat he build full tank and has both his shield and his defens buffs up) or mundo who just can't get cced so easy or taric who makes people invincible.
There's two breeds of "tank" in League currently: the "I stack so much armor that damage literally doesn't exist" tank (Ornn, Malphite, Leona) and the "I'm an enchanter with a big health bar" tank.
Tanks are transitioning into Divers and Juggernaults... unfortunately. One of the reasons real ADCs are losing their purpose, because there used to be a time, when they were the only real role for the job of taking down tanks.
@@longstar5001 I used to main Zed.
Back then: Equal items, I need to choose my engage well, get close to ult without using W or Flash because I may need that sticking power. I need to land triple Q so that my ultimate pop kills the ADC, unless they get Lulu, Janna or Soraka ulted.
Now: Serrated Dirk, just flash-W to get in R range, I land, press E, auto, ignite, land one Q, and they die before my ultimate could pop, often through Lulu shield.
Ridiculous. Playing assassins isn't skilled anymore. One shotting full health targets is not a skillful achievement, it's the bare minimum expected; and Riot made sure it is easier than ever.
The League tanks are as my friend calls the Gunbreaker class in FF14: The thicc dps.
"Taric doesn't deal that much damage compared to other wardens."
*My alacrity Taric that could chain cc the enemy while bonking them to death:* what did u say?
I think he does the same if not more than Braum. Yes Tahm Kench does more but that champ is sort of bullshit with a very poorly designed kit.
Bravado reacts only
I used to tank bonker like you, then I took an arrow in the knee.
to a braum taric main that goes 10/0/0 every game like me this is gold
@@XDave05X Taric and Braum absolutely bonks all engage supports, they certainly do damage if you dont kite them out. Wardens are sort of like juggernauts, and if you have played Tahm Kench or Taric top, you will know they can go even if not straight up beat champions like Garen, Darius and Mordekaiser
Have you noticed something all the "tank buster" champions and items are balancing nightmares because they not only shred tanks but they shred the little defences the carrys have too. Thats the reason this game feels so broken s11.
As a support this is why it's a nightmare to play against a vayne.
She can shred you AND shred your adc EVEN FASTER.
If you mess up the engage you're probably dead.
Also, i really feel like there is just way too much true dmg in the game. It isn't special or rare anymore.
There needs to be an item that reduces true damage at this point.
Almost every new champ has IN BUILT true dmg.
right
@@gergovogronics850 Playing a tank vs Vayne with truedamage % max health damage = "well I guess I'm going full AP"
@@gergovogronics850 I'm sorry but the anti-true damage item will never happen, and that sucks sometimes
The problem is riot's obsession with giving every role "agency" instead of highlighting strengths
2 of the 3 tank runes do damage
And ALL of the tank mythics add damage instead of defense
Some people (like myself) actually LIKE playing defense. but we're relegated to "slowly kill enemies" instead of "lol I never die ever"
I think that's because not many people want to play like that on top of which if you it used to be like that but unkillable tanks cause problems
I used to max out Nunu and Willump's Q because it made me nearly unkillable, but they just nerfed it to do less healing :l
Feelsbadman.
@@alanwayne7643 I don't think I've ever seen someone call Nunu Nunu and Willump lol
@@tsunamininja they're 2 characters, and willump is the one dealing the damage lmao. Riot made that their champion name :p
*laughs in support tanks*
I love tanks, I have always enjoyed being my team's wall. However, it annoys me to no end when I get melted. The reason I play tanks is not to do damage, it is to not die. All I would want for tanks is for them to do less damage but have greater survivability. Maybe make a tank mythic that lowers % health damage by 1-5%.
What do you think about a tank item that convert 50% of true damage to adaptative damage and mitigate from your own armor/mr.
Maybe A tank mythic that lowers the health %dmg by 2-5% but ALSO the damage the tank deals to champions...
and maybe also per other legendary item.
If its a new item, it could have an active like an aoe knights vow, where you get a portion of the damage your allies get at a certain location, and the aoe is deleted when you die. so you can protect your allies from a far, but just in a specific location, with you being able to change the spot once a minute, but only cast it to the spot you stand on at the moment.
In my opinion tanks are not supposed to deal damage, but to soak it up. I think it would push tanks from the high damage threat that gets deleted quickly to a wall of meat to hide behind as an adc.
As an adc main, i would enjoy such an item, because it would definetly make tanks more like the ones to defend their teams, instead of just being unfair in every scenario (either unfair for the tank cuz they cant tank the damage and get deleted quikly, or unfair to everyone else, cuz they deal to much damage). I think dealing redused damage to survive that long wouldnt be a bad trade for a real tank, but hopefully for champs like ezreael...
@@einemaus6855 playerbase would dislike this like the old gargoyle stoneplate with the debuff.
the problem is that with so much mobility and target access they will just ignore you. The item @Eine Maus described would be an alternative but the way the game is designed right now means that if you are not a threat they will just ignore you or just kill you last while you stand there watching 4 ally dead bodies behind you. I don't know why they chose that the way tanks should work is to decrease tankiness -.- , increase damage and leave cc untouched, I think that tankiness and cc should be the focus, but well...here we are
@@einemaus6855 I find your idea incredibly good!! It's a way for the tanks to fulfill their **role**, the tank killers to have a specific purpose and many many more good things... the problem is that Riot sells the fantasy that you will be able to kill anyone you want, without going out of your way, be it buying anti-tank items that inconvenience you, waiting really patiently for the time to go in etc... I love the idea of specific roles with purpose, powers and weaknesses that need teamwork and strategy to reach their maximum but that is not Riot's way for the past ~ 6 years... and tanks and traditional ADCs get to pull the short stick because their power fantasy can't exist.
Tanks can't exist because if the edgy edgelord player must kill everyone easily, then there can be no real tanks and ADC because if the edgy edge lord must kill everyone easily then the "if I can stay safe then with constant dps I will eventually deal the highest amount of damage" can't stay safe so it can't ever deal the high amounts of damage it wants... also you are not the only one who can kill the tank because now everyone can kill the tank, remember?
Supports can still support the ally that is carrying at the moment, fighters can kill most other people if they can get to them, mages mostly involve damage, burst and/or utility/waveclear so they are still needed and can carry
Nowadays tanks aren't tanks anymore. They are Panzers.
BORN TO COMPETE
NEVER RETREAT
ghost division
Königstiger
PANZERMENSCH
Nunu when he has a 250% AP ratio on his R 💀💀💀
and a 450% ap ratio when you turn 360 deg with his w
And has 1350 base damage on ult at level 6
And a full-ass heal of 75% Everytime that a minion or jungle monster is nearby in a fight, or a +50% healing if he is bellow 50% health
cause tanks are not meant to build ap items, cause they would be too squishy, so they gave them "useless" scaling stats (AP)
@@1lik3Fir33mbl3m boy zhonyas/demonic embrace/rylai? Health-AP(AR on zhonyas) items with good passives/actives?
I remember the days when nautilus just came out. Did you know on his release, he was considered the best tank/CCer in the game, but did some of the least damage? Good times.. Tanks were tanks and not killers, lots of CC. ADC's did not 3 hit you either.
Now they are pitiful as heck
Especially blitzkrank in wild rift
I always felt like the more Feast stacks I had on Cho, the faster I would die. Glad I'm not the only who thinks that
haha %dmg goes brrr
I’d love to see a video on the support role in general. A) because it encompasses more than a single class. B) how it’s uniqueness affects the main lane it’s in, the additional lanes and the game as a whole. C) why it’s important to have one and not just share cs with a second carry in bot lane. And finally D) how skill level among supports vary since it’s a class more unique to enabling the team/disabling the enemy versus simply doing damage or scaling with items
i feel like it's more unique for a role to _not_ encompass multiple classes ( see: bot carry ) than it is for one to do so ( see: support, top, mid, jungle ... so literally every role that isn't bot )
Answer: anything that keeps your carry alive and works with your combo there is nothing else to cover.
this implies support has a skill ceiling, anyone can play it and there is little to no skill expression since it's the best role in the game
@@scarletnoct5807 Youre actually smoking crack if you think that support has no skill ceiling lol several pro players have gone on record saying that the difference between a good and bad support in competitive can be game deciding. Youve gotta be gold or below
@@AtlasAdvice254 step one: insult
step two: appeal to authority
step three: bring up rank
result: argument full of fallacies
The only thing that comes to mind when hearing "Tanks do to much damage" is:
"Welcome to the League of Legends Champion Spotlight, featuring Orrn, the mage deathknight paladin hunter rogue warrior enchanter tank bruiser wizard warlock priest assassin gunslinger druid shaman necromancer ninja gunslinger bard monk robot conjurer blacksmith mystic warden god illusionist templar wizard."
-LS
*Vayne waves*
Ornn is an example where he scales with level more than he scales with gold.
Ornn is a champion after lvl 13. When his passive starts to % it's way into the late game.
Full combo Ornn can deal up to 69% Max HP magic Dmg + flat physical. but he needs to be past lvl 13, hit his R point blank, and not get kited aby an enemy with literaly one more dash.
@@VeneficusCubes to be fair, Ornn is more of a support tank that does just enough damage in lane to defend himself and also get kills. Also the fact that his damage scales with health and tank items in the late game make him almost unkillable (seriously, with the tank mythic into a masterwork item and Tormnail/mask, or both, you are a walking indestructible frontline.)
Why does this sounds like an intro to a vainglory spoltlight
@@Nipotazzi only his E scales with armor/Mr.
Ornn has no hp scaling.
His passive after 5 upgrades simply grants him bonus 30% to all tank stats
In the same way Darius if played correctly can kill all 5 enemies, tanks if played correctly should be able to tank all 5 enemies. Tanks should possess more skills like pantheon E, (maybe to lesser extent) where being tanky is innate but tanking to the extreme is achieved only through skill expression, rather than stat checking.
zac and poppy are good examples, like recovering the shield or zac parts to resist more and using your cc to cut or delay the damage of the opponent zac can atleast cc 2 people for a lot of time delaying the damage of the enemy team almost at half, for poppy kiting dps bruiser with q or interrupting slayers and divers entrance with w or delaying the entrance of an anti tank or adc with her r if they had to much peel to kill him you get them away and kill their peel or fornt line with them out ofthe fight
THIS
Just make tanks TANKS and instead of giving them damage give them a bit of peel like slowing as or giving damage reduction to nearby allies
@@lilnoah3915 the thing is, even if a tank could give defenses to an ally (taric) that ally will still be easier to kill than the tank so they will still ignore the tank
I mean if we’re all being honest darius shouldn’t be able to kill all 5 enemies because he’s naturally tanky and resetting true damage ultimates are pretty obnoxious but yea I guess so.
@@ultimatesonic47 but with the added survivability they will more likely survive burst. Plus there is some counterplay to the tank and to the dps
'Being invincible whilst one shotting everyone'
Malphite: Allow me to introduce myself
As more of a top/supp main, I think that your opinion opened my eyes, actually. Since I'm not a very high elo player(*cough* gold 1 - plat 4 *cough*), when my friend were fuming about tanks being too tanky and doing too much damage, I didn't know what to respond. And since it is true that tanks kinda suck at tanking (maybe accept chogath and sion to *some* extent, but again - match with a vayne, the existence is pain), giving them more damage is the only way to make them enjoyable, as you said is as true as it gets.
because Ornn is chad and he stomps on adcs whenever and wherever he goes
More or less mid to late game. His early is really bad :(
@@freddyfazbearscout1661 You gotta hit that lvl 14 power spike
"Welcome to Pimp your Myhic with Ornn, today we have another guest from the mid lane, the dashing, slicing, windwalling, adc destroying, Yasuoooo!"
"Hello, its an honor to be here, i have managed to go 12/1 before 20 mins and thought you could help me upgrade my Immortal Shieldbow"
"Why yes, you see, i already have plans on how to add more Bow to your Shieldbow, by adding extra propulsion on the sides i have increased the impact of the item, and its overall efficiency has increased twofold! Say hello to your newwww BLOODWAAAARRDDD"
*Yasuo covering his mouth in shock and awe and crying in disbelief*
@@conecarina2566 True. Even if I did. Poor ol Ornn can't get to late game cause 2 reasons. Your team ints the enemy team or you int and they surrender. :( there was atleast 2 games that was a hard comeback but that is not the case for most games.
@Fisheryboi I want to try Ornn support, can you tell me how to play him? Like runes and build. I've never played Ornn, but I like his design very much, and I enjoy tank supports 😌
@Fisheryboi Thank you for the detailed answer, it's really helpful!
I am a tank main and what you said is 100% true. The main reason why tanks suck is recent item rework. Sunfire aegis is strong, yes, but you need to bear in mind that items such as Draktharr and Kraken slayer exist. Logically you would build tank items that can counter this, but none give you enough armour or health to counter true damage. This is why fighters became so popular because they combine tankiness, but also damage and CC. Especially most recently Dr. Mundo can be played as a tank only because his regeneration rewards him for building health, but his other abilities do not have to be scaled with AD or AP.
Yeah, there is no such thing as countering vayne with items lol
@@thomasalberto613 If I see a vayne as a tank these days I just build to counter her team and pray that she doesnt look at me too hard.
@Keshuel you don't even know Vayne's skills. It's %hp true dmg in a same sentence. About Kraken, it scales with ad, if you don't build armor, then every attack hurts, not just 3rd ones. Adcs like Tris Lucian Kaisa only take 10s to deal 30k dmg to a low armor(150) tank (I did a test in early ss, with a correct build no Bork, BT, RageBl or dumb s like that). Do you like to have full build hp to "counter" Kraken just to realize your 7k hp Mundo Sion Cho'gath only live as long as a Tryn ult? There is a thing called effective Hp, take a math class, then argue later.
@@thomasalberto613 the only item to counter vayne is frozen heart
as a malphite main when i see antitanks adc i build 2 ap items and fuck their ass
Tanks are the class and playstyle that i enjoy most in leage of legends, having a fight be decided in less than a second because a Talon can just do that, or having a vayne kill you in 4 auto attacks while being literally untargetable in stealth the entire time regardless of how well you played until she appears, or what champion you are playing, is so incredibly unfun to experience.
League is about being that fantasy, the hero who can slay an army themselves, the support who can turn the tides when everything seems hopeless and bring a victory back from the brink, the assassin who can swerve past the guard to eliminate their target and get out barely seen...the fantasy i want is to be an unstopable beast, a massive threat that needs to be carefully dealth with or i will mow a city over, which can only be done nowadays if you are very lucky with teamcomps, as you said, there are mandatory items for making tanks not exist and really unthreatening for so many champions.
it does become very sad in those games where i cannot have that thrill of being the threat i play my favourite champions for, but sometimes you get outplayed, and that is okay, you can try again to get that play that sets up your team for the win...
and then there are those games where you try and play Cho'gath/Malphite/Tahm Kench/Sion/Maokai/nautilus and the enemy has vayne top, lucian mid, yone botlane, Brand support and mordekaiser jungle, and you lose by straight default. where your entire kit does literally nothing, your crowd control is not enough and you die in less than 2.5 seconds the entire game.
that is just the issue, why pick malphhite for his AoE knockup, magic damage burst and durability, when Yone has an eaier to hit, wider aoe knockup, more burst, more mobility, more durability with his lifesteal and shieldbow, both magic and physical damage, two shields...
"LOL doesn't have raid bosses"
illaoi mains : are you sure about that
laughs in nasus and yorick :D
They are both slow, old and basically useless
@@tanktopmaster1291 try doing baron/drake with illaoi in the enemie team, you'll get your shit ran thru
@@tanktopmaster1291 i rly hate that champ hope riot removes it soon, a lane bully that scales better than you give me a break
@@randomperson-cq6lbI get u. Illaoi is cancer to lane against. But there is a simple rule. Dodge her e and u win the trade. Get hit and u loose.
"tanks are all melee"
Malphite: I'm gonna pretend you didn't say that.
I hate malphite q
Ehy does it steal ms
A mountain shouldnt be going zoom zoom
malphite shluld be fucking reworked
Tank Teemo intensifies
Thresh
Bronze voices
Maybe the way to go is make every hard cc from non tanks be conditional? like vaynes e. Say, make wukongs knockup only do so when you get hit by him AND his clone, or darius pull you only if you are bleeding, or jax only stunning with E if he was hit X times. What I mean is, tackle the reliability. make tanks THE reliable hard cc class. It will take a major overhaul of the game tho.... rito might not like.
Ok, but what about morgana ? What about zilean slow ? What about Lulu polymrph (ok I agree to remove that one)
@@CloudWalkBeta reliable CC is the bane of riot, so many stuns and other point and click CC got removed, taric E ww ult idk why riot doesn't like point and click stun if every new champ needs to have 3 dashes invulnerability and the ability to one shot you if u miss your CC
@@ChronicTHX I don't think this change would need to affect cc across the board, just for fighters who are replacing tanks with their cocktail of tankiness, damage, and cc. Morgana would be exempt from the proposed change.
@@vitortakara7090 this is the exact reason why Lulu and Pantheon are kinda popular and reliable in their roles. They can shut down anyone they want anytime by pressing one button after pinging assisst. Imagine if pantheon/lulu didnt exist to stop braindead picks like Yi in low elo . Riot wants more skill expression, bu they have to find a balance ffor the majority of players who can maybe stress out and miss a decisive skillshot in their daily non pro games. They just want every play to be an outplay but only give the broken kits to Slayers because dashy dashy flashy kill "wow look at the moves" while older champs might have less options to provide similar result (Why pick an assassin when u can have an assassinfighterdiverskirmisher like Yone?)
It isnt just reliable cc. I dont think Malphite vs Wukong was a good example for bruiders vs tanks since its more of feature creep. At this point Wukong's Ult is pretty overloaded to help him keep up with other bruisers. Meanwhile Malphite is basically the same since launch outside of a numbers going up and down.
As an adc main I love being one shotted by an ornn with just W E and autoattack 40 minutes into the game
The legendary q e w auto ult auto combo
That heart steel hits so good
@@korpen28581 year later and I have no idea what this video is about but you made me chuckle with so little context I have XD
orn can t hit you since hes slower, theres an entire team betwen him and you, and theres is one player in the team desgn to baby sit the adcarry. So yes ! if you como up to an orn he should kill you easily...but really ! how did you mess up this bad?
@@paulomazzer I don't remember what's in the video and refuse to watch it again but do you know there is a lot more to a fight other than positioning? Catching even a .5 second stun gives him a chance to hit his E, maybe he wasn't in the teamfight from the beginning and is joining from behind. Maybe I was in a spot I couldn't escape his ult and that's how he got closer?
Vars: "all tanks are melee"
Me, who builds tank Urgot: "Hmm yes very interesting."
urgot is not a tank.
techinally everyone is a "tank" if they build tank item
@@Megaman-2407 If qiyana builds tank she's Still not a tank my dude
@@Megaman-2407 try and make Jinx Tank
@@Megaman-2407 they'll tank, but they're still far from being a tank
5:15 Small nitpick, but I believe the word you were looking for here is *logarithmically,* which is slightly more correct and less confusing (I say more correct instead of correct because I'm not sure whether or not resistances use a *literal* logarithmic scaling). While not technically incorrect, the word 'multiplicatively' implies accelerating returns per armor and mr, rather than the reality of diminishing returns. Alternatively, if you want to avoid using a mathematical term not everybody will fully understand (and admittedly also may not be entirely accurate), you could just say "armor and mr have diminishing returns up to a hard cap", which is slightly more wordy but waaaay clearer.
Great video, though! I love these class discussions since it really goes to show how the design philosophy of MOBAs like LoL can't always be 1-to-1 correlated with other genres like MMOs. Sure, Taunt and Fear and Charm exist, but aggro generation on players in a MOBA really does come down to "if you aren't a threat, a good player will always ignore you".
TBH I would like to see more tanks with aggressive mitigation effects, as in "any one affected by X ability, has their damage reduced by Y% for 5 seconds" both directyl and indirectly (such as malphite being able to slow attack speeds) and maybe have more anti-mobility effects, not saying every tank should have a grounded effect but maybe some like voli's old W (which for anyone new was a roar that did a small stun around you BUT if you hit someone with it while they're dashing they take more damage), that way you can pull back on the damage and they can still be relevant both in laning (enemy doing less damage to them so they can cs without being stomped) and in teamfights as they are the annoying gnat whos difficult to kill since he's mitigating your damage which of course means if you decide to ignore him, you gonna have to deal with doing less damage.
the only thing they need to do is switch around the damage numbers. tanks start dealing the damage current supports are dealing>bruisers take old tank's damage>assassins take old bruisers damage> supports are finally balanced.
*Lulu laughing in the background
So all ADC's have a 60% winrate?
@@Weerknuffelbeer adc as a role has been shit since 2017. Look at the top ads currently Kaisa and Samira 2 champions that need to be put down and ezreal an adc that can make use of the incredibly stupid bruiser items.
@@Tryhard_Pants we toplaners hate divine sunderer too
It's just such a joy to CC everyone and to give one's life for the team to get the chance to dish out their dmg. Enabling the team is my greatest joy
(Un)fun fact! Ornn whilst building full tank still has a lvl 18 3000 dmg burst combo where you can barely move AND has most of the damage be %max health so building HP won’t save you!
Huh no wonder why the 0/3 ornn almost bursted down my 5/1 adc
And that’s why I fucking hate tanks. Why play assassins when tanks have an almost equal burst
@@lilnoah3915 as a tank main, I slightly disagree with you. Tanks ability to fight a single enemy is not purely on damage, it is also on their CC. If a tank can 1 v 1 someone who is squishy, the tank have a better chance of winning cause their are tankier and have cc which extends the fight which is unfavorable to most squishy champions. But in most of the game, tank stick with their team when teamfights happen because in a 4 vs 4 teamfight, its better to have a tank jungler compared to an assassin jungler, for example, would you prefer a Zac who can tank everything for you and CC enemy for you to finish them off or a Kha'Zix who just kills a priority target and runs away to avoid being CCed and bursted down. The main weakness for a tank is mixed damage in enemy team comp, a BoRK, someone who is mobile enough to kite the tank and true damage
@@lilnoah3915 lol
@@lilnoah3915 because tanks don’t have even remotely assassin-like burst? You’re high as fuck if you think a 8/0 Ornn will deal the same burst as a 8/0 Zed.
Tanks are also a lot slower and less mobile, so they’re much, much easier to hit and lock down.
Moral of the story: if you think tanks are way too overpowered then you are not itemizing properly.
Me as adc thats even: kraken,ldr, no peel, no damage vs tank probably takes 30 autos to half hp them
Doesnt always happen but happens too often if you dont get peeled you just do no damage. We need you tanks to enable us
you spelled "not playing vayne" incorrectly
@@darkki94 I think that's sort of the problem, playing a specific adc that is weak and not even good in most scenarios and needs a lot of her team to pick around her and enable her is the problem. Vayne is a gimmick, she either can hard carry, or she gets perma focused and shutdown with no chance of doing anything. And she's really abusable early game.
@@allykat5931 Me as a malphite main with the opposite problem. Full tank, 4/2, all in's draven, sheildbow saves him, he full heals in 4 autos and kills me on the 7th.
Instead of giving them more Damage, give them more Health regen, so that they are more unkillable. And if they could absorb Damage that others recieve(they recieve the Damage instead of the others), that would be like getting the aggro for pvp.
The second part is knights vow. It already is a thing. Nobody used it tho
I had a game today when the enemy team went 4 tanks and Samira, I won lane with 5/1 but then I got R'd by Malphite and at the end of the game I had 7/12...
So the enemy went 5 tanks?
@@longstar5001 LoooL nice one
i had same thing but those tanks were building full ap
i couldnt kill them with zed while they poked for 500-700 dmg with one spell
Did you have Banshee's Veil?
Tanks should not have long range engage IMO
I love tanks, but there are a few problems, I feel that they get this bad rap of being very easy. I would say they are difficult in since that if you can just lose one team fight with one bad engage or letting one of a thousand champs killing all your carries. But I get why people don't wanna play them. I think Riot screwed tanks by letting everyone get to do their thing. Like the day the assassins got cc tanks were going downhill. I feel the only one worth playing is Ornn. He scales better than the rest and does the most damage with good CC. Since he can lane it feels nice to play and I don't just lose by getting counter picked in the draft. nothing is worse than being a tank and behind. nothing is more useless. When I play tanks I look at my death recap and I see that 30% my health was truly damaged I am like how fun. Everyone in this game can just ignore all my items but I have no way to stop this. Not only that back in the day to beat true damage you stacked health instead of AR and MR but now almost all true damage is done as max health damage. you suck it up. I still love the class and I hope some day they are in a more fun state for everyone but as long as oneshotting everyone is the meta they can't be good or a large part of the player base gets mad when they stack lethality and it does nothing my 400 armor. LOVE THE VID, GOOD JOB AS ALWAYS,
I think you're right about tanks being irrelevant once everyone else got cc. If the only thing your class brings to the table is fulfilled just as well by other classes that also bring damage, why play a tank?
They get this bad rap because LoL players fundamentally fail to understand that skill expression isn't based on mechanics but on macro knowledge. A Garen player with a good macro is a better (and fundamentally smarter) player than any Zed/Irelia/Akali player with perfect mechanics and bad macro. Especially because due to how MOBAs are designed, learning a champion WILL ALWAYS be easier than learning the game's macro: people who claim to have higher IQ/skill level because their champion presses 6 buttons in order rather than 3 are just succumbing to a coping mechanism.
@@tehrik0020 hard agree never agreed with anything more man
@@tehrik0020 spoken like a true chad brother
The "anime protagonist" syndrome strikes again when DPS gets angry because all their knife slice and dice gutting spectacle goes to shit because someone brought a chain mail to the fight. Then they get more tools to get over the chain mail and the guy with the chain mail decided to beff up to compensate. Now the guy with the knifes bitch about the buffed guy hit too hard.
Average"everyone should die in 3 sec why you live more than 4 sec soooo cringe" fan vs average "everyone behind the thicc wall" enjoyer.
@@Mudsmoky this. Just, this.
Well... yeah. Playing dps is kinda useless when every random pile of walking bonus hp can just hardcounter you with half an item for the entire game. Who would've though.
Much like with manaless champions: for every Ornn there's a Malphite, for every Rell there's a Leona, and for every Braum there's a Tahm Kench.
Champs like Ornn, Rell, Braum, Sion, Nunu, Sejuani etc. show that it's possible to make a tank who's just pure beef and CC and still have them be fun and balanced. But while those champs provide what most people would consider a reasonable amount of damage there's Leona, Shen, Gragas, Poppy, and of course good ol' full AP Malphite who do way too much damage while also being very hard to kill.
This may be my bias as a Rell main but I would like for every tank to be like Rell. Very good at lockdown, very good at soaking up damage, but with obvious weaknesses that stop them from just walking out of any danger like the huge slabs of beef they are. I don't think Rell is the _perfect_ example of this (250 movement speed is such a pain in the ass) but I think that Nunu and Sion are good examples. If they engage at a bad time they'll be locked in the middle of the enemy team with nothing but their base abilities and raw stats to keep them safe. They don't have abilities like Malphite or Rammus that reward you for being in the middle of everyone which means that getting collapsed on is still a danger.
I personally think sej does far too much dmg early but I agree with everything else
I... think Poppy shouldn't be on that list. If you're taking "way too much damage" from a Poppy then she's either built Lethality (in which case she practically melts), or you mispositioned and she slammed you into a wall (which is ultimately your fault).
You also have to remember that a lot of these champions have poor scalings, and *typically* don't do an unreasonable amount of damage unless they're fed out of their minds or the enemies are misplaying.
Gragas builds AP Bruiser if he wants damage - if he's full tank then he's a CC bot who does moderate-to-okay damage. AP Malph is similar - he only seems tanky because he's probably killed you within a couple seconds. If he missed you with that ult then he's likely dead.
Leona's/Nautilus's damage falls off hard in the mid game - they can have more capacity for damage output if they build damage - but again, they lose a huge potential for actually tanking.
So on and so forth - the only real outliers which I can think of are Shen (who honestly only "tanks" well because he can dodge autos outright long enough to get in many rotations), and.... no, honestly I think it's just Shen. Maybe Sion, but that's because he naturally gains bonus HP which just stacks really nicely with bought resistances. Everyone else can be dealt with as long as you have the game sense.
@@ArceusShaymin Wut about Ornn? He's scales great, upgrades items, great amount of cc, pretty good damage, and can soak as much as Sion.
“There is no raid boss champion that you need 30 players to take care of”
Katarina: Hold my beer
@Keshuel problem with hard cc is that unless it's point and click it's very hard to hit on her since she will just blink away.
@Keshuel i used to play leona support and mid kat would always get fed.
By the time i can hit my E after she blink ults
MY ENTIRE FUCKING TEAM IS DEAD BEFORE SHE IS STUNNED
Fuck katarina and you should stop basing champions based on their performance in pro play. We arent pros and we are the common people that play for fucking fun. Playing against champions like kat is nOT fun. Anti heal does not solve healing problems by the way, dumbaSS
Go build anti heal against a warwick and tell me how effective that is for you buddy
Because Riot would rather them do damage than soak up dmg 🙄
Tank items barely giving any HP, MR items are still hot garbage, and in teamfight, u die after others like 2s. Cool Riot. Very cool
Because you could just ignore them.
Imagine : a Zac who jump in, deal a full combo doing 300 dmg, but having 5k hp and 300 each of resistances.
Why bothering killing him of he's not a threat, in damage way ? He can still CC you, but if a bad coordination happen, you can just leave him out and don't consider a threat.
Because any time tanks are relevant the community cries and whines like no tomorrow
@@spatz2219 For some reason, riot only responds to whiny adc players when their role is pretty strong imo
@@sahoko1868 CC bro
As the all wise hashinshin said " MAN YOU CAN PLAY A TANK, DONT YOU WANNA PLAY ORNN? I'LL PLAY ORNN, ORNN IS FUUUNN"
To be honest Ornn IS fun. There's nothing like putting the fear of God into a windshitter after your QWE sends him flying into the stratosphere
Hot take: I was actually fine with tank meta, or rather the tail end of the most recent S11 one, when anti-tank items were made stronger but the tanks themselves were still very powerful. I think when we got to the second to most recent Udyr nerf was when I personally thought it was "too much."
Granted, I like most metas, because (another hot take) I like this game.
However i don't agree that voidstaff is overpowered. Mages dont deal damage over time rather burst. 40% magic pen does not burst tanks down and the tank would kill the mage in 3 abilities or less...
I think tanks should deal consistent damage over time, requiring them to keep people in a fight. No tank should deal burst damage (looking at you malphite).
when malphite does burst, he's not a tank. He's full ap and usually pretty easy to one shot. His tank/bruiser build gameplay consists of>
R then use Q plus item slows to slap you to death while drain tanking with grasp
@@VocalMabiMaple damn, malphite full tank 3 levels above one shotting me as twitch is kinda infuriating
I remember the first time I played with the new item reworks, I played full tank poppy and got oneshot by a lethality khazix while I had 3 tank items..
"You have no other choice but to give them damage"
How about making tanks feel like real tanks with better itemization by shifting their massive damage output to better tank stats? Lmao. Even when I play ADC I don't mind tanks being hard to kill, the problem is a full tank Malphite will oneshoot you out of R E W Q. I just rather see them do half the damage and be 2 times as hard to kill.
That’s the point, we don’t want damage, we want to feel unkillable, but that will be boring for most of the players, that’s why they make damage meta so people play the game, but we as tank players doesn’t enjoy the meta
lol have you heard of void staff cracken slayer and ldr tanks would be useless without dmg unless those items and some champions get nerfed everyone can be a tankbuster while losing close to no dmg on squishes
@@falopa26 late reply, but i do find a certain satisfaction in being unkillable. ARAM is at its most fun when i shrug off the entire enemy team while my team does whatever they want with no pressure
When you run a tank as a Juggernaut or Fighter in top or jg they can just curb-stomp. People often don't know how to deal with the match-up, and their already high base damage gets amplified along with them not really having to deal with the diminishing returns of stacking too much armor or mr. If you do this in ranked your opponent wouldn't even realize you are top or jungle to try and counter-pick you in the first place. Sometimes I wonder why the off meta builds don't happen more often.
Now I'm sure some bronze player or self proclaimed challenger player will try to explain why doing this doesn't work.
Don't get me started on cho gath
nerf his early a little and hes fine (like kayle but tank)
@Igor Piasecki nunu
@Igor Piasecki its his r and nunu has that damage on q (a bit less usually)
1 shotted my yasuo
I remember watching a Last Shadow video long long ago talking about tank meta with a point that was something like: "You win fights by lasting more than your opponents. A good tank does that naturally, so the meta of the game is always going to revolve around what is the most effective way to deal with that. As such, technically speaking, we are always on a tank meta."
Popping by to say that the Metroid song is probably my favorite one ever and I love your videos about League meta!
Thanks Drew! I love metroid music. And we're getting metroid dread!!!
@@VarsVerum What is the song at 3:50 called? :)
Actually, every champion has an ability to draw aggro from the enemy- either teabag or spam mastery and watch them all lose it
"You cant draw Aggro from players"... Let me tell you about Ctrl+6 spam. While playing Shaco or Lulu Ctrl+3 might have a similar effect
Hits concrete wall with head repeatedly:
"Why does it deals SO MUCH DAMAGE?!"
...
Love how in every video wind shitter 2 is brought up regarding how broken he is.
Maybe because he is
@@gergovogronics850 Oh yeah I don't disagree. He is absolutely disgustingly overloaded and broken with no counterplay. Not sarcasm. Still wondering why he hasn't been gutted yet, for some reason they BUFF him.
as a tank player i must say the game feels really unfair when the carries gets items because your suppose to build items against their items but you cant build anything against true damage mixed with % max health dmg and an execute.
"in league there are no raid bosses"
*GAREN ILLOI DARIOUS SETT*
I don't get why Vars keeps saying tanks cannot carry when they can, and do carry.
I've carried multiple games with cho simply cuz i do the most dmg in the whole lobby while also tanking the most.
Also i completely agree that feature creep caused the tanks having too much dmg effect.
If riot kept the cc for the tanks and the dmg for adc/assassins etc... There wouldn't be a need to give tanks dmg.
Why pick a tank when a bruiser can output similar cc while doing more damage? This is very very true and the main cause.
A tank does not have enough damage to kill the entire enemy team. Tanks average the lowest pentakills out of any class besides controllers. When a tank "carries", they carry by making it easy for their teammates to carry. But they themselves are not the carry.
@@VarsVerum Philosophical question.
If i tank the enemy team's damage in a fight allowing my teammates to slowly kill them with my help(also this gets them gold).
Am i not the carry? What defines carry? It wouldn't have been possible to win that fight without me. I think that is carrying.
You can carry games in multiple ways, not just by killing everyone.
I think over providing my team the meat shield they need to counter their lack of dmg since they're behind makes YOU the carry. If winning isn't possible without you aren't you the carry?
I'm just repeating myself, i think you get what i'm saying(typing)
@@gergovogronics850 maybe everyone does their own job to carry a fight, some more than others. A great engage is probably the thing that carries that one fight, good job Seju, but on another universe, where the same great engage happens, it's the vayne that carries by living an assassin's engage alone and following up the engage, winning the DPS.
Eh carrying is really doing your job correctly or better than usual, solo carry doesn't happen. Who cares about great engage when the team doesn't follow, who cares about vayne's dps if nobody is even peeling her(who proceeds to get one shot by anyone) , who cares if you one shot their carry if your team is dead, who cares if you peel your ADC and kill the diver if you lose the fight anyways because rng
Ngl these are all examples of games I had and I guess I'm just happy cuz I did my job, hey, I carried my own role.
Everyone can carry but ig tanks cannot carry the DPS on a team fight. And killing 5 people generally means killing the nexus
"it's not like you can cast a spell and suddenly the enemy has a fixation in attacking you"
*Laughs in Rammus and Shen E*
Galio W: I'm a joke???
Yeah, it’s also kind of weird. When I play tank Sion, if I get ahead, I’m basically immortal for like 15-25 minutes (depending on how fed the enemy team’s carries are). But then you suddenly reach a point where you stop being able to take hits for 20 seconds without dying, to being melted by the adc alone in like 4 seconds at most.
And that’s why now I usually play lethality Sion, you get melted anyway, but you get to melt others in the process too.
I love the resolutions you use for icons so I can see what they actually are. I thought horizon focus had wings lmao
Yeah Tanks don't exist in league anymore, and not I have something to prove my point to show people now.
I want Tanks being the way they used to be again.
I think the biggest issue in this regard is that riot is too over reliant on true damage. Not only does it add power creep in to the game but it is far harder to control and compensate for at its core. Nothing in the game should do true damage except where required for fill in math like darius/pyke’s execute for example. I’m fine with it being on a few long cd abilities like ahri’s Q for example, Because it’s only a small amount and it’s a reward every so often for skillful play. But there are a lot of situations where it is used where it should not be.
I also feel like there is too much true dmg in the game.
A ton if champions have them in their kit and you can get true damage anytime with an item purchase. It isn't special or rare.
It is getting to the point where there should be an item that reduces it.
@@gergovogronics850 Oh that’s exactly the thing is it’s intended to be-uncountable damage. But it was originally used carefully and in small amounts in examples listed above. Usually just as a small reward for skillful play, or to fill in the numbers in special cases. It needs to be pretty much taken out of the game and returned to that way. that’s why conquer was changed. And yet they turned around and made kraken slayer. Kleptomancy was over powered and then they turned that into an item as well, The collector. And don’t get me started on Galeforce. Many of the new items are cool in concept but they break the very fundamentals of the game at its core. They are specifically designed to force and incentivize fights for pro play to make it ‘exciting’ rather than tactical anymore. The result is the desired faster more artificially exciting game, but the side effects that the games become short and snowbally, that’s very few opportunities to have an upset or to recover with tactical clever play. Riot has not learned from its errors and insists on trying to make them work.
Tanks should be the class that you need to avoid but you can't. Instead of disrupting the enemies they should just be in their way to deal damage to the rest of the team. Frozen heart, thorn mail, abyssal mask would be perfect items if they had BOTH resistances each so you could build them any time in the game no matter the matchup.
Tanks should not be able to do damage but should be the last one standing in a teamfight (not in the way that the allies die but that its unkillable).
Plus they only have 2 keystones, aftershock and GOTU wich make it very narrow for innovation. If there were more keystones for tanks that make you gain stats or hp for each attack or ability that hits you. Than you would avoid hitting tanks while they taunt you and farm up for late when you cant beat them giving a good balance foe the two sides.
A lot is badly said ik but i hope you undersdood what i meant to say.
Gl hf summoners!
Actually I've never thought about it but more runes for tanks would be incredible.
With how mobile enemies are in league you need to have disruption in the form of cc to prevent folks from getting to your backline. Or to allow your engagers to get to their backline. Its sad though that Riot thinks all tanks need damage rather than beefyness to accomplish that.
@@desuordie4856 if almost all tanks got galio W that would be a great balance of disruption and tankynrss
Bro why the music so scary, i'm getting chills
This is basically how the NBA turned into a 3-point shootout instead of a game with specific jobs for specific positions. But then again, MOBAs aren't meant to be played like MMOs. There is but one goal: Destroy the enemy nexus. And having a DPS carry is basically the best way to go. Back when tanks are ACTUAL counters to damage-based champs, it was fun to play an unkillable wall. But as you mentioned, tanks aren't so invincible anymore due to both the items and the champs themselves. I don't even play Shen as some sort of Warden Tank anymore due to the lack of survivability and how the enemy assassins just have way too much mobility and damage that destroy all chances of being able to keep my own carries alive. I just try to win lane and push all the way to the nexus, building a mix of damage and tank items and only joining my team for important objectives like dragon or baron. Someday, true tanks will disappear. Next up are ADCs with no mobility and survivability in their kits. And afterwards, enchanters will be put on a tight spot due to the fact that they no longer have a hyper carry to protect. In the end, only control mages, assassins, and fighters will remain.
Or not.
I'm just another voice in the internet. Just another star in the sky.
I miss the good old days when there was only two anti tank item and you only afraid of vayne or kogma now everyone can melt your 7000hp as sion while he is standing still
They need to nerf tank damage but also weaken tank busting. That way, they can last forever but cannot do much in return.
Maybe give tanks a way to protect carrys aside from CC, maybe in a way that the carrys have to stay close to the tank to avoid taking damage, or redirecting damage to the tank. CC would not be affacted by it, so repositioning enemys would be more powerful. the protecting allys by making them stay close to you could be unique to one or a few champions, but it could also become an item, maybe (tepends on the strength) make it a new mythic (which might pair well with Anathemas chains). Also, they should buff knights vow to redirect more damage. But IF riot would make such changes, they would have to also buff enchanter supports significantly, because all i described have been tank supporter buffs.
if you did that the tank just wouldn't be able to do anything while the enemy ignores them, wipes their team and takes nexus while the tank slaps them with a wet noodle. Tanks need a way to make enemies want to hit them.
@@nunote2362 like rammus taunt?
@@Megaman-2407 rammus taunt is the exact opposite of an ability that makes you want to hit him
in fact, he has it because you _don't_ want to hit him, because hitting him hurts you. beyond that, it does nothing that other forms of hard cc don't already do
@@nunote2362 then lower base damage but reduce cool downs to I crease CC uptime. That way they can't ignore tanks
"league doesn't have raid bosses"
Irelia: I beg to differ
Irelia: builds bork, trinity
"We tanks now, yo"
Sion is my goto carry in the jungle pick. He has "low damage" mid to late game, but his early game damage is ridiculous. And sion just makes stuff happen. You start fights, protect your carries, and get MASSIVE amounts of health in the jungle (1000+ at 20 mins) his Q does 150% to jungle creeps so it absolutely destroys them, so you also clear super fast. He isint that good at dragon or baron, but it's his only flaw honestly. His ganks are good pre-6 and even better with ult, he can turret dive, he clears quick, and he scales well. Slept on, love that man's.
I'd like to say, while there is a good point to be made that some bruisers/fighters bring the same Crowd Control as Tanks so why choose champion when you can choose I'd like to offer the idea that a tank is a utility based class that can function without a lot of gold income. It isn't their job to carry in the traditional sense of dealing damage and taking kills so comparing them to other types of damage dealers isn't quite a right expectation. Yes every champion needs damage to some extent just to be able to lane/jungle and farm minions as the game functions.
Resources are finite in League, Exp and gold is shared among the team. So having 1 member that can give CC and nothing else means they are able to participate at all stages of the game and maybe it leaves more gold on the 'map" for other teammates. For example a Maokai can still ult and root an entire enemy team from an engage whether the Maokai is ahead, or behind. But a Wukong who is behind and can't afford the expensive fighter items, may die too quickly as an engage and is under pressure to perform the role of BOTH damage and CC.
Second, I think it is unfair to consider Udyr and Hecarim as tanks even though they abused the tank items and were just as tanky as real tanks, because they simply were too fast. They were supposed to be bruiser/divers but just the items they used were so overtuned and worked just right with them in the jungle that they became a terrible balance combination of: Tanky, Fast, Damage. Ideally you can only pick one or two of those.
I think a tank can be fun to play if they had more dramatic abilities that change the course of the fight, like the most recent Rell with her leap and ultimate, or Ornn's massive ult, or Galio's massive ult, it is indeed fun to drop a large theatrical looking dramatic ult like that. BUT otherwise the tank is slow-moving. Udyr who just runs quick and slaps a stun, that's not fun for anyone involved. I want to play tanks, I just wish there were more cool-looking ones that felt good to use abilities like the new champions.
So I don't agree with Season 11 being Tank meta.
Udyr is not a Tank, Hecarim is not a Tank.
These 2 were abusing Their base damage being high enough that they could build tank while maintaining their damage.
You could literally keep the items and nerf their base damage and the this "Tank Meta" would change, because the problem was not the items, it was the champions.
Except on Sunfire but this was on Season 11 release.
Tank meta states that anything can go Tank i.e Ekko Season 5.
This is literally just Riot bad Balancement.
But for real, don't play Tanks right now.
Divine Sunderer buff was stupid, you literally can't do crap.
There is a reason why lol last 10 years
Divine Sunderer Urdyr... gets 1 punch at a tank and heals 45% of his HP while exploding 35% of the tank's hp
@@huntercraft5674 Divine Sunderer and Muramana needs a nerf.
If Ez is a problem and has no item, either he needs a rework, or they need to make a Mythic for him.
Getting stat checked is not fun.
Specially with a item that is meant to counter tanks.
@@raphaelmerino100 i dont think of ez as a problem myself, Muramana has been nerfed a bit already and well, youre kinda right
%hp true damage > armor and damage reflection
same %hp true damage > even more armor and damage reflection
somethings seem to have no counterplay(stat wise)
@@huntercraft5674 Consistent %hp damage on a whole is an issue tbh. Try to itemise against a Gwen. If you dont keep her at arms length you're just a health pot to her
I think a big reason for why tanks deal so much damage is because the class, by nature, is supposed to create space and force the enemy back. This happens in 2 ways, lots of CC and lockdown, or damage.
I think I speak for everyone when I say that a Morg Q lasting for 3 seconds is more than enough for me to rather have tanks have high base damages than Morgana or Leona levels of lockdown.
Reading this video's title I realized... I hate more tanks than slayers. But someway somehow, being able to at least be able to attack a tank instead of having my existence completely negate by a slayer calms down my anger towards them.
6:55 Rammus would like to talk to you now
Was that a Golden Sun music in the background? It sounds so familiar and brought me feeling of great old memories that I can't quite say for sure if it's Golden Sun. Video is great and would get my like already, but the background music made me rewatch it. So gooooood!
Ngl the game has just gotten way too fast, everything is just at such a break neck pace now.
Except the average game duration is still 30 minutes…
@@OtherHarmony it was 40 before
Bruh Sion is fun as fuck, people are just not willing to give my man a chance.
Ah, a man of culture as well
Nah man I always play inting Sion
In Noxus we call these people *COOOOWAAAAAAAAARDDDDSSSSSSSS*
"All tanks are meelee"
Urgot: chuckles in Gasmask
yeah yeah i know he´s technically a fighter but for a ranged champ hes super tanky
Nah, he aint tanky early on, compare him to morde, sion or tahm
I think one of the main reasons that tanks do so much damage now is because for some reason now all tank items have some sort of extra damage added to them, its kinda like if you were to add 30 armor to Infinity edge or add a passive to it that gives you max health every-time you auto a champ, tank items make tanks deal damage in their own little ways which add up to be alot when the tanks are facing squishies that have no form of tankyness to them
I think a good idea too can be an item that taunt AoE, this item should have ONLY armor and magic resistences to prevent other class of champions to buy it, or have a request to activate the taunt.
jax could also be considered a tank buster since he does ap dmg even when he builds full attack dmg, which makes it complicated to build against him
That’s just called mixed
@@apolloboeckmann6591 yeah they changed him, now you can build full ad and still do more ap dmg
"All tanks are melees." Laughs with tank ezreal.
*Vayne wants to know your location*
i think we need more tanks that need a lot of skill expression to execute. Of the top of my head shen is the most skill expressive tank i can think of and even he is quite easy to pick up. For example, a tank that could interact with the environment, like qyiana would be sick
The Starcraft music hit me hard. Ty for the nostalgic feels
Make tanks actually TANKY. Mages and Assassins and Divers shouldn`t be allowed to kill tanks.
Make tanks UNKILLABLE other than to ADCs, Battel mages (Like Ryze and Azir and Anivia), and Skirmishers, this way you can nerf tanks damage and they will still be useful through CC.
Riot wants every champion be able to do everything, that is so boring. Every new champ has damage, sustain, cc, dash, percent health damage. If they don't there is an item for it. This loses the identity of each champion every new champion to me is the same as an old one but with the abilities shuffled and under a new name.
Like think, Viego, Gwen, Yone are all the same champion. High damage, high survivability, some sort of tank busting passive, a low cooldown dash and some sort of sustain. It's just boring.
I don't agree.
Those champions have very different abilites and play styles.
THE CLASSES are losing their identity. Not champions.
Just like you said, every new champ can do everything. All of them are hybrids. They are all of the classes combined, classes are meaningless to them.
@@gergovogronics850 because classes have not mattered since I started playing in 2019, having classes outside of roles is an absurd idea. Get rid of class definitions entirely. this isn't an MMO
Riot themselves have talked about this, you might like this idea of a true tank, someone that only plays for the carry and is just unkillable CC dealer, but when riot have ever gone that way the champ has become less popular ,because players in soloQ need some agency, supports have already been one of the least played roles for a long time, imagine making half the toplane roster as unpopular as them. its good for a few, and that is respectable,but it just doesnt get the right reaction from the rest of the community
@@luminomancer5992 and a business wil always take the more popular approach
(I mean they kinda have to)
Riot has decided that having Tanks in the game is not fun and that the Tank power fantasy is not allowed, in contrast with every other role fantasy (except for ADC sometimes)... They have decided that no one should be really difficult to kill because people have fun when they kill, and YOU tank player, yes YOU, should also have fun while killing and not by surviving and having CC to help your team, because helping your team also isn't fun and you have fun only when you do everything yourself.
As a Tank main I am really sad about this and this especially this season I feel like the game doesn't want me to play it... Please... let me be a tank, if I wanted a tanky fighter, I would have picked a tanky fighter...
Also, please don't call it a Tank meta's when fighers are able to do enough dmg while being too tanky but at the same time tanks don't do enough but just survive 2 seconds longer... it's not the tanks that benefit the most nor the tank players that gain the most enjoyment.
I think it is time to have item restrictions based on the intended role of the champion.
Tanks should be able to be tanks but not have too many damage-item options, fighters should get a mix but not be able to become assassins with survivability or tanks with too much damage just from their kits, ADCs can have unique survival items that don't get instantly abused by assassins and skirmishers etc. This way champions can become more unique, you stop many kinds of unfun exploitations, you create more unique items without the fear that they will get cross-class use if you don't want to etc. Right now (with the exception of mages that already use basically only their intended items) I see that all classes have the same kind of power-to-game-state curve. Almost all tanks are great at mid game and fall later, crit ADCs get stronger with time, slayers get stronger with time etc... what if you had one tank have % resistance buffs and health rations(late game scaler) and another higher base damages, flat resistance bonuses and no health ratios(early-mid game that falls off) in a way pronounced, different but allowable as they both stay tanks, with cc and maybe protection because neither can buy high-damage items (so in no scenario can the first one just be "naturally tanky" but still buy enough damage to kill you easily and the second can't just exploit the flat resists to become just another fighter but with too much cc). Maybe you want a fighter with flat resists but that will be another, unique champion, with less cc and maybe more mobility or maybe you want a fighter with really high innate, kit based tankiness for late game but he has to get to 3-4 items because his "fighter items" don't give many resistances at the start and he cant "just buy the tank items"
as a top main who play mostly tank i agree that some tank are really easy to play and handle (malphite, maokai,mundo) but some who require more mecanics like ornn or poppy are pretty hard to pull off corectly but it's true that the damage power creep is really sad for tank i really enjoyed the old day when i picked 5 armor item and the caitlyne was trying to kill me for 5 minutes straight as ornn. other fact with tanj u must get global game knowledge to play team fight correctly as some1 said " ur a tank your job is to get 99.9% of your health melted put some cc and get off ther fight without giving a kill"
Is mundo a tank or a bruiser now honestly. He has only 1 cc ability in his kit, his Q, which does a ton of damage without having to build damage, and his e and w also just provide damage. Mundo is a lot more like Garen just running at you and clicking on you to death then a Maokai you can cc-chain his enemies.
5:10 Armor and magic resistance scales *linearly* if you keep the rest of the stats fixed against damage without penetration.
The total damage you can take is (1+0.01armor)*hp.
Early game armor seems to scale more than damage because armor, magic resist and hp is just cheaper than AD, AP, AS, crit, and cooldown reduction, relative to your base stats + minion aggro, while later on in the game building damage includes this thing called % penetration, and all the unique passives of attack items that does more for your dps than the utility unique passives on tank items.
Malphite main here. When I first started playing 5 or so years ago I got a lot of enjoyment out of building tank. My job was simple, land R on a few people then sit on top of the enemy adc, maybe solo-kill the adc if they split. Fast-forward to now, every champ has some mix of true/%hp dmg, adc's won't lose the 1v1 against full tank malph, and bruisers (Garen, Darius, Illaoi, Yorick, Nasus, Wu) all ignore you durability and run you over. If you are super lucky and they make macro mistakes early your base stats will have you feeling useful till around 15 minutes, then the draven adc will use shieldbow to survive your burst then lifesteal to full. Dmg creep and healing are major problems at the moment, Grievous Wounds don't do near enough to mitigate. So now if I want any enjoyment I have to build some degree of ap nuke and hope shieldbow isn't active just so I can die a half second later. Tanks only feel oppressive due to snowball factor, if they get ahead with their team the CC makes it feel like you can't play. Any games that are even/go long enough tanks might as well be caster minions.
"Being invincible while oneshotting everyone isnt exactly good game balance"
*Looks at Samira and Gwen and Viego and Yone and Sett*
Riot loves releasing new champions with tons of defensive capabilities and still can kill you instantly, huh?
The funny part of this is that no one is really categorized as a tank
i rather want tanks to have more item choices and more resistances than damage. i am fine not dealing thousands of damage as malphite but i would like to survive longer against burst champions, if there was less burst/snowball potential in league adc's could shine more and if they did the damage a tank used to fill tanks can get tankier but do less damage. its like rock paper scissors: tank beats burst - burst beats dps - dps beats tank. i rather want a casseopeia or a jinx kill me as a tank than a jhin or khazix. i know being killed or oneshot by a khazix as a tank seems weird and should not happen but that doesnt change my point.
7:06 - "League doesn't have raid bosses."
Mega Scaled Lethality Sion, 1000 Stack Nasus, and late game fed Cho'gath would like to introduce themselves.
They still die in less than 10 seconds against any ADC that built correctly, or any champion with percent health damage.
I am a Shen main since season 3. I have him on more than a million points.
And I have the luck of playing a champion that lets me block basic attacks, letting me "fake" some tankyness by just ignoring on-hit Items for a bit.
Yet still here I am, starting to go for fighter-builds more often than a classic tank build, since it only takes one BorK to completely outtrade me if I build any HP.
As a rammus main, i love it when i press the w button and the enemy adc receives more damage than what they deal, also I like going fast