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PBE Tanks are underwhelming with new items...

Example tank item:
Frostfire Gauntlet Slows enemies 3200 gold +350 Health +50 Armor +30 Magic Resist +15 Ability Haste
Immolate: Deal 20-40 (lv 1-18) (+1% bonus Health) magic damage per second to nearby enemies (increased by 50% against minions and monsters).
Frostfire: Attacks create a frost field that slows enemies by 30% (+4% per 1000 bonus Health) for 1.5 seconds. (4 second cooldown)
Mythic Passive: Grants all other legendary items +100 health and +7.5% Size.
Example AD item:
Goredrinker Dueling 3300 gold +45 Attack Damage +400 Health +15 Ability Haste +150% Base Health Regeneration
Active - Thirsting Slash: Deal (110% total Attack Damage) physical damage to enemies in a circle. Recover (20% total Attack Damage) Health + 12% missing Health for each champion hit. (15 second cooldown, reduced by Ability Haste)
Aggression: Gain 1% increased Attack Damage for every 5% of your missing Health (max 15% Attack Damage at 75% missing Health).
Mythic Passive: Grants all other legendary items +3 Ability Haste and +5 Attack Damage
Why isn't that Active part of a tank item? Tanks having sustain is a great way to increase their defensive power. Furthermore...
Immortal Shieldbow Survive burst 3400 gold +50 Attack Damage +15% Attack Speed +20% Critical Strike Chance +12% Life Stea
Lifeline: When taking damage that would reduce you below 30% health, gain a 150-650 (lv 1-18) shield for 3 seconds. In addition, gain 20% Life Steal for 8 seconds. (90 second cooldown)
Mythic Passive: Grants all other legendary items + 8 Armor and +8 Magic Resist.
Why doesn't a single tank item have that passive as a choice, but Marksman get to have it?
Tanks are not about doing more damage. They want to be a big disruptor with inherent tankiness until they die. Take Tide Hunter from Dota. These are his abilities:
  • Summons a gush of water to damage an enemy unit, reducing their movement speed and armor. Lasts 4 seconds.
  • Thickens Tidehunter's hide to passively block a portion of any incoming physical attack damage. The hide also removes negative status effects if the damage taken crosses a threshold. Does not stack with items that provide Damage Block.
  • Tidehunter swings his mighty anchor to attack and deal bonus damage to nearby enemies and reduce their attack damage.
  • Slams the ground, causing tentacles to erupt in all directions, damaging and stunning all nearby enemy units.
As you can see, he is a mix of Nautilus and Malphite. He has inherent tankiness and just wants to survive long enough to be a threat. At the moment, no tank can survive long enough, especially against the new items which a great chunk of them (I counted 7), that are anti tank in nature with either true damage, penetration, or %health damage. The sad part is that % HP damage is not a sacrifice of damage. Doing %hp damage will always be useful, no matter what class it is. Tanks are just left off far worse for it.
If Riot does not want to give tank items in fear of other classes abusing them, I believe this brings up one point that we should all have to accept: tank items are counter intuitive in a game with stat stick items. To understand what I mean, since season 1, the greatest threat to tank items has always been that other classes will abuse them. This is because the items dont just come with the effects themselves, but lots of universally good stats along with it. As a result, there is no trade off for building most tanky items for any other class. In Dota, this is resolved in that most of the champ power is in the champ itself, and items are merely extra abilities given to the champions. Their stat system is unique in that if your champ is one stat, then when you build an item that enhances a stat, you get more power from it. (example, if youre an int hero and you get bonuses to int, your bonuses are higher in returns than if a strength hero built an int item). As a result, anyone can build certain stat items, but only those specialized in that stat would get the most benefit from it.
In League terms, the equivalent of this would be that if each champ had a class identifier (say armo mr / health class [tank class]), and they built armo m health items, they will get far greater returns from building it than from say, an Ezreal. Whether that is in the form of higher damage reduction bonuses, higher health bonuses, etc. There needs to be incentives in place so that items made for certain champs are actually made for them.
In addition, a great tank update would be to give all tanks extra health and resistances across the board. In addition, some kind of mechanic needs to be on each (can make them unique for each tank), so that they have some kind of identity to allow them to live out a tank fantasy. Damage reduction, more reliable CC, extra tenacity, etc. Just some examples to make it feel like you're really playing a tank. As Sion, I should be just like in that one trailer. He should be this huge mass of unmovable force where his tenacity and health is high. Or if I am playing Malphite, I should be moving force of a mountain, stopping people around me and absorbing damage like it's nothing. Or I'm Maokai, the magic hating tank, and should have all the mechanics to make magic my bitch, whether that's absorbing magic damage then releasing it around me, or having higher ways to resist it or punish people for using it against me. Stuff like that.
The items on PBE are subpar compared to what other classes got. It can be better.
submitted by PoppyIsQueen to leagueoflegends

7.07d Update - December 19th

Dota 2 Update - December 19th, 2017
December 19, 2017 - Valve
  • Added the following abilities to Ability Draft: Fire Remnant, Psionic Trap, Chakram


  • Neutral Ancients gold bounties reduced by 10%
  • Arcane Rune: Manacost Reduction reduced from 40% to 30% (same as the cooldown reduction)
  • Aeon Disk: Recipe cost reduced from 1600 to 1350
  • Butterfly: Bonus damage reduced from 30 to 25
  • Helm of the Dominator: Attack Speed reduced from 10 to 5
  • Helm of the Dominator: Attack Speed Aura increased from 15 to 20
  • Hurricane Pike: Cooldown increased from 15 to 18
  • Linken's Sphere: Recipe cost increased from 1000 to 1200
  • Manta Style: Attack speed reduced from 15 to 10
  • Manta Style: Movement Speed reduced from 10% to 8%
  • Mask of Madness: Movement speed bonus reduced from 17% to 12%
  • Mask of Madness: Armor reduction increased from 7 to 8
  • Meteor Hammer: Channeling time reduced from 3 to 2.5
  • Necronomicon: Mana Break increased from 20/30/40 to 30/40/50
  • Necronomicon: Mana Break damage from 60 to 50%
  • Nullifier: Cooldown reduced from 14 to 13
  • Nullifier: Manacost reduced from 100 to 75
  • Alchemist: Unstable Concoction damage increased from 150/220/290/360 to 160/240/320/400
  • Bane: Enfeeble duration reduced from 20 to 14/16/18/20
  • Bane: Brain Sap damage rescaled from 90/160/230/300 to 75/150/225/300
  • Brewmaster: Drunken Haze cooldown increased from 8/7/6/5 to 11/9/7/5
  • Broodmother: Spiders vision reduced from 1100/800 to 700/700
  • Chen: Base damage increased by 5
  • Chen: Movement speed increased from 300 to 310
  • Dazzle: Level 10 Talent from +175 Health to +200
  • Dazzle: Level 10 Talent from +60 Damage to +75
  • Earth Spirit: Boulder Smash stun duration from 0.75/1.25/1.75/2.25 to 0.5/1.0/1.5/2.0
  • Enigma: Base strength increased from 17 to 19
  • Enigma: Eidolons movement speed increased from 280/300/320/340 to 280/310/340/370
  • Medusa: Strength gain reduced from 1.5 to 1.3
  • Medusa: Movement speed reduced from 285 to 275
  • Medusa: Level 10 Talent reduced from +25 Damage to +20
  • Morphling: Attribute Shift can no longer be activated while stunned (but will continue if activated in advance)
  • Morphling: Waveform damage reduced from 100/175/250/325 to 75/150/225/300
  • Morphling: Level 15 Talent from Waveform Attacks Targets to +15s Morph Duration
  • Morphling: Level 20 Talent from +15s Morph Duration to Waveform Attacks Targets
  • Nightstalker: Hunter in the Night attack speed rescaled from 45/60/75/90 to 30/50/70/90
  • Omniknight: Purification cast range reduced from 575 to 450
  • Omniknight: Level 20 Talent from +4 Mana Regen to +3
  • Omniknight: Guardian Angel cooldown rescaled from 160 to 180/170/160
  • Pudge: Meat Hook manacost increased from 110/120/130/140 to 140
  • Razor: Static Link cooldown rescaled increased from 32/30/28/26 to 40/35/30/25
  • Sand King: Burrowstrike damage reduced from 100/160/220/280 to 85/150/215/280
  • Shadow Demon: Level 10 Talent changed from +10 Strength to Soul Catcher Creates Illusion On Death
  • Storm Spirit: Ball Lightning AoE rescaled from 125/200/275 to 200
  • Storm Spirit: Level 10 Talent reduced from +2.0 Mana Regen to 1.75
  • Tinker: Laser cooldown increased from 14 to 20/18/16/14
  • Tiny: Grow attack speed reduction increased from 20/30/40 to 20/35/50
  • Winter Wyvern: Cold Embrace base heal reduced from 15 to 10
  • Winter Wyvern: Arctic Burn damage reduced from 7.5/8/8.5/9% to 6/7/8/9%
submitted by ZiKoZzZz to DotA2

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