Tank item update: Buffing stats and increasing costs.

Currently, a majority of tanks aren't seeing a great amount of play and for the few that do get picked over the meta champs, it's generally not great unless we look at support. Of course we do have an exception in the form of {{champion:516}}, who is blatantly over tuned at the moment. **Over the years due to item changes, tanks have lost 850 HP and 55 armor.**Yes we get some health through runes, but we always got health through runes. Picking resolve+inspiration does give a decent health boost for absolutely no effort. Grasp is decent but overgrowth is too slow to be relevant. > The average player is around about, 150 minions? So we get 3.75% extra HP guaranteed from overgrowth (who knows how many minions they miss). Not even equivalent to the old mastery "stoneborn pact", which also gave that stat from the get go. As {{champion:111}} with {{item:3742}} {{item:3068}} {{item:3083}} {{item:3065}} {{item:3143}} {{item:3800}} I achieved 3495, with the proposed boost we'd end up with an extra measly 131 HP. Tanks, as a class lack some of those nice Cha ching $$$$ items that mages, marksman and bruisers have. These'd be just about anything over 3K gold so: {{item:3003}} {{item:3153}} {{item:3812}} {{item:3508}} {{item:3814}} {{item:3022}} {{item:3146}} {{item:3031}} {{item:3151}} {{item:3100}} {{item:3285}} {{item:3156}} {{item:3139}} {{item:3089}} {{item:3074}} {{item:3053}} {{item:3095}} {{item:3072}} {{item:3748}} {{item:3078}} The only item, tanks have that comes close, is {{item:3001}}. However generally we want beef over damage modifiers. Now, to clarify who we're talking about, and so there's no confusion these are our tanks: {{champion:12}} {{champion:32}} {{champion:201}} {{champion:3}} {{champion:150}} {{champion:89}} {{champion:54}} {{champion:57}} {{champion:111}} {{champion:20}} {{champion:78}} {{champion:516}} {{champion:33}} {{champion:113}} {{champion:98}} {{champion:14}} {{champion:223}} {{champion:44}} {{champion:154}} As you can see, I've left one out being {{champion:79}} who's this weird hybrid bruiser mage. And the only tank who can build full damage while remaining beefy af. So, before any item changes, I feel {{champion:79}} needs adjustments and {{champion:516}} needs nerfs to his W. . As for what we increase, magic resist as whole can be left alone due to it's effectiveness and the fact that we have plenty of items that offer it in droves. So for MR items we'll be touching the health. If armor, was as effective against AD as magic resist was to AP, then I'd leave it alone. But it ain't so I'm not, some armor increases, as well as some health here and there. . But as for item changes, there're plenty to choose from, but also plenty that don't need changes: {{item:3001}} Health increased to 400, cost increased to 3100 {{item:3194}} Health increased to 400, cost increased to 2900 {{item:3193}} Armor and magic resist increased to 50, cost increased to 2700 {{item:3190}} No changes {{item:1401}} {{item:1413}} Recipe changed to: Respective smite+{{item:3751}} +{{item:1029}}. Cost increased to 2800. Stats changed: Now grants 300 HP, 15 armor, +25% bonus health. From 300 health, +15% bonus health. {{item:3143}} Cost increased to 3000-3100. Now grants 500 HP and 90 armor. {{item:3800}} No changes {{item:3742}} No changes {{item:3065}} HP increased to 500, cost increased to 2900 {{item:3068}} No changes {{item:3075}} Armor increased to 100 from 80, cost increased to 3100 {{item:3083}} Cost increased to 2900, now grants 1000 HP {{item:3110}} No changes Thoughts felas? Edit: changed cinderhulk to 25% bonus health from 20% total
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