Tank Shredder Item(s) Max Health %

cerezon12

New member
Getting put on a team of 6 dps against a team of 6 tank/supp type champs feels almost impossible to play into right now. (for me)

Items that come to mind are Blade of the Ruined King or Liandry's Torment from League of Legends. I don't think Siphon Bullets is enough when you get cc chained and outlasted by bigger health pools.

I think an item that helps dps deal with how much sustain tanks have in fights especially when there are multiple on one team.

I'm not sure if an item that helps you survive more the more enemies are around you, or a gun and spirit specific item that are max health % damage dealing. Toxic bullets is nice in extended situations, but hard when you have a deathball of tanks you have to contend with it doesn't feel potent enough. (to me)

I think more max health % spirit and gun item options could potentially help, just throwing thoughts out there. Makes it easier to punish health stacking benefiting champs, but hopefully can't be abused for smaller health pool champs.

This is under the assumption that team comps are not going to get "role" balancing.
 
Those two items are quite notorious in their respective game to ensuring that tanks are never viable outside of a few select pro-play heroes that Riot intentionally makes broken for the viewing experience. Most carries don't have much of an issue taking down health stackers in this game because of the slot system restricting the ability of tanks to max out on vitality. 6 carries vs 6 tanks (which is a massive outlier that probably happens within less than a percent of all games) feels terrible to play because there's simply not enough farm on the map to support all 6 carries in reaching their optimal strategy.

It's practically guaranteed that we will get a proper draft mode some day.
 
Getting put on a team of 6 dps against a team of 6 tank/supp type champs feels almost impossible to play into right now. (for me)

Items that come to mind are Blade of the Ruined King or Liandry's Torment from League of Legends. I don't think Siphon Bullets is enough when you get cc chained and outlasted by bigger health pools.

I think an item that helps dps deal with how much sustain tanks have in fights especially when there are multiple on one team.

I'm not sure if an item that helps you survive more the more enemies are around you, or a gun and spirit specific item that are max health % damage dealing. Toxic bullets is nice in extended situations, but hard when you have a deathball of tanks you have to contend with it doesn't feel potent enough. (to me)

I think more max health % spirit and gun item options could potentially help, just throwing thoughts out there. Makes it easier to punish health stacking benefiting champs, but hopefully can't be abused for smaller health pool champs.

This is under the assumption that team comps are not going to get "role" balancing.
As GimmieKey mentioned, 'Most carries don't have much of an issue taking down health stackers in this game because of the slot system restricting the ability of tanks.' This is evident from how many times improved burst has already been adjusted. If they were to add more items like this, I’d assume it would also be a balancing nightmare in a game where slots are limited.
 
Those two items are quite notorious in their respective game to ensuring that tanks are never viable outside of a few select pro-play heroes that Riot intentionally makes broken for the viewing experience. Most carries don't have much of an issue taking down health stackers in this game because of the slot system restricting the ability of tanks to max out on vitality. 6 carries vs 6 tanks (which is a massive outlier that probably happens within less than a percent of all games) feels terrible to play because there's simply not enough farm on the map to support all 6 carries in reaching their optimal strategy.

It's practically guaranteed that we will get a proper draft mode some day.
I disagree, I think when tanks are reaching 5000+ hp pools over the course of the game there has to be something that can approach cutting through that. Especially when there are multiple tanks on a team even if not a full 6v6 split of each.

With heal booster being a 1250 item and lifesteal as strong as it is (thought it has been nerfed a few times recently) it can feel very difficult to even feel like you are doing damage to a tank champ, especially if they have any kind of lead.

Yes as I mentioned in my post going off the game as it is with no draft mode, that is what I am responding to.
 
I disagree, I think when tanks are reaching 5000+ hp pools over the course of the game there has to be something that can approach cutting through that. Especially when there are multiple tanks on a team even if not a full 6v6 split of each.

With heal booster being a 1250 item and lifesteal as strong as it is (thought it has been nerfed a few times recently) it can feel very difficult to even feel like you are doing damage to a tank champ, especially if they have any kind of lead.

Yes as I mentioned in my post going off the game as it is with no draft mode, that is what I am responding to.
Nobody is reaching 5000+ hp in a normal match.
 
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