We’re well on our way through this class series so let’s keep it going! Episode Four features the two Tank classes: Vanguard and Warden. The topic I want to cover for this video is why they do so much damage despite being… well… tanks!
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#LoL #Tanks #Class
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"You can't draw aggro from players"
Picks Teemo top
Lower thier damage to champs, give them better wave clear and anti siege abilities and that should give them a respectful spot in the game. They don’t need 5x a carry health aaand 80% of thier damage. Pick one
Gonna be honest, and this is from someone who's just trying to post my honest opinion, maybe they should take a look at tanks in other similar games?
Like over in Overwatch, Reinhardt is a Tank, who has big health, and can soak up a metric-shit-ton of damage with his shield.
Over in TF2, heavy is a walking meat shield that walks slow, but can put out a good amount of damage.
They could have learned from their peers, but decided to go the Bioware way of doing things.
Bro why the music so scary, i'm getting chills
I'll be honest I've started to look at marksman the way smite looks at hunters, As objective takers. Your jobs not innatly to kill the enemy but to take the base and big objectives. The consistent damage in a fight is just a bonus, but overall your jobs to live the fight to maximize gain.
"You can't draw aggro from players", maybe one of tank's abilities should have a passive where whenever you press w it complains in allchat about being ganked to much.
I think the issue with tanks is the idea that they should be able to lane against a top lane opponent and win, if you have as much utility as a tank and you also have the damage to deal with a top laner AND the gold to snowball those stats into being able to carry the game. The issue with a snowballing tank is that he has the damage to carry, the tankiness to be unstoppable (no counterplay) and the CC to force you to take all of his damage all the while you watch your damage being completely useless. Its a one sided game where only the tank plays, where a carry against carry is a dynamic quick outplaying the fight happens even if one side is ahead of the other.
A tank should be just that, a tank, it should never carry through damage but through utilizing his engages and cc to set up and enable the damage dealers to win the fight or game. This then leads to them fitting only in the support role in a healthy meta, because you need damage to trade in a solo lane and the gold gained from winning trades gets you both more tankiness and damage thus leading to the issues mentioned before.
I would argue that the game has added too much tank busting items (it used to be pretty much just last whisperer way back in the day and it didn't have crit chance back then) thus leading to tanks not feeling tanky in fights. They have done this to up the pace of the game, but this hurts tanks which need to take up the time of the enemy (and thus increasing game time). It has been a while but I do recall that tanks used to be a losing lane that scaled into team-fights with their utility, that might be an alternative way to simply putting them in support role, but riot has to be willing to slow down the game again a bit to allow for that.
They don't need more DMG they need more cc and maybe tankyness
That's why I think braum and maokai and Zac are the best tanks, they have a specific role that even if they deal no damage they are still useful, not bis but useful.
Teemo is a great tank because he has his global taunt on all game but is also ranged and slippery when played well. Also phenomenal vision and area control.
"You can't draw aggro from players"
Galio W : I'm gonna pretend I didn't see that
League is a game dominated by damage and people all want to carry the game. It doesn't surprise me that riot wants to turn every class into a carry class because of that
Riot Games are just idiots, that's the reason why game is in hell.
All that stuff went wrong right when they thought, that flex builds or picks are good. Well, yeah, it is good. But it must be SITUATIONAL. But now it can completely replace the main role and purpose they created champ for. Just look at that, it is Sion ASSASSIN more viable than Sion, well… TANK. When he is a dedicated tank.
I think it should go from such logic as "if %username% want to play assassin, he chooses assassin, if he wants to play tank, he chooses tank". And reasons for %username% to pick something or build something unusual must be also unusual.
There are some a bit (just a bit) less major problems like overdose of healing, damage and dashes for champs. But THIS is the mainest.
P.S.: want a champ like warboss from WH40k DoW 2. Large HOLYHELL TANKY (succefully fighting 1v1 Baneblade, Land Raider, Batlle Wagon and Swarmlord for sure, google them, my comment is already too big) guy with a lot of damage. But having only one CC which is somewhat AoE, no (almost no) mobility, can be knockbacked, unlike Tyrant or Chaos Lord, and supressed. Also have some buffs/debuffs. I think, such tank could be carry tank in game.
Meta tanks are the most unfun metas that can exist. A lot of champions are discarted from it if it happens, and you are basically force to use them. Dealing damage as a tank it's not funny, like even when you just had to stay still in front of an ADC and watch it melt to the time where you can just one shot them, it doesn't feel that you are playing tank really. Tanks should be initiators, the first ones to go in and the last to go down, the damage you deal has to be the necessary to demand respect from the enemy team. That's how I enjoy playing tanks, going in, giving a good amount of CC so my team can follow, being annoying with my rotations and taking a good amount of damage or CDs from the carries. Why give Malphite damage when he has one of the strongest ultimates in the game, he shouldn't be able to one shot a carry with more than 1200 hp, cause he ignores everything on his ways with his R.
So my point is that a tank should be a hard CC champion and with good itemization they should be capable of last a good amount of time in teamfights, giving damage to then it's ridiculous
Answer to the title- I don't know, I keep asking all the ones I face the exact same question. I will be facing a Garen and he gets 1 tank item and can out damage the adc.
They did kinda shoot themselves in the foot with the whole true-damage introduction. All the new champions they give true-damage + runes and such just melts anything. I think it's probably also why we see such a dominated assassin/dive meta, as they were usually countered by tanks, since tanks could survive that initial combo, and it's that initial combo that's the main dmg from those types of players. But they can't really survive that anymore, so not these assassins can kill anyone, which kinda destroys the counterplay there was.
You can't draw agro on players
Rammus: ok
Wasn't there a Taric Braum botlane meta where both where the carry?
Habe fun as a tank vs brand with mask ..
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.
Sorry, but armor stack linearly, but it's less intuitive. When you have 100 armor you have 50% reduction -> you have two times your HP when it comes to physical dmg, and when you have 200 armor you have 66% reduction -> you have THREE times your HP.
The only way to talk about diminishing returns it's about gold efficiency compared to buying HP, as HP scales off ar/mr.
Tanks don't have range….
Laughs with Thresh mains
Tanks used to not take any or deal damage in League.
i love how he pretends that ap items have penetration to overcome tanks hahaha
"you can't get Aggro from players"
rammus: Ok
Tanks dont do damage. tahm kench wants to know your location
Should increase tank size and their hitbox so that they can eat more skill since they want to be a living meat shield.
"You can't draw aggro from players"
Rammus: >:)
If everthing and everone keeps on doing more and more dmg and resistance is untouched or even nerfed then eventualy tanks will have to do more dmg to stay competitive. Tanks are not tanks anymore and thats thanks to the forever increasing dmg in the game. Specialy this season. The true / % health dmg a dmg champs gets to do with just 1 or 2 items completely eliminates a tank his whole game worth tank build. 5 items rendered almost useless instantly. Tanks cannot be tanks because there is tooooo much damage in the game. Yes…. Riot said… "people and specialy the new commers like shorter games so we have introduced things like the (new) herald and elder drake to help speed games up" AND aswell as added damage to everyone!
Tank right now is in a terrible place. ITS ALWAYS the same. Stay back, save up, buy an extremely limited amount of items, hope the items will make you slightly tanky, and be a slow sloppy dancing pole in teamfights because everyone else is also so mobile and snappy except for tanks they are slow and have huge cast times.
And i didnt even start about the extreme lack of mana tanks have now a days while before for like since the beginning of league tanks had plenty to choose from.
OFCOURSE tanks deal dmg and it has increased. Because Resistance is just barely working anymore because everyone else is just dealing more and more damage.
Also magic resist is very weird aswell. Very expensive and useless for the main type of dmg (physical dmg) so its useless against minions, monsters, towers and auto attacks.
If you take glory from an dps, they aren't the main character and lose their mind. Being a tank sucks, but who fed you those kills early on Mr adc? (Tank support player)
I don’t get people saying tanks are boring. Standing in a mf ult without a scratc or a full combo from assassin dealing only 100 damage and than seeing them crying on all chat is really fun
I honestly think a pretty solid way to make tanks relevant is to add something to cause point and click abilities to devert to them in a small radius to prevent them being ignored and fulfill the tank fantasy, just adding damage feels lazy and against the role fantasy
You fight a nunu, you realise he went ap, you are now rooted. You are not olaf or tryndamere. Your screen is now grey. AP nunu…
Edit: just play fiora into tank and melt their hp. (Picks quinn top)
i tihnk the game has too much damage
"Tanks cant carry"
Maokai that won lane and now 1v3s in the toplane for 2 Minutes straight thinks you are wrong