Funfire Wincape is still picked most of the time despite the nerfs. Meanwhile, Frostfire Gauntlet and Turbo Chemtank remain severely underplayed. And no sheer number nerfs are going to change why it happened. Because Frostfire Gauntlet and Turbo Chemtank effects are just meh. That's it. They're useless for the class that they're supposedly destined for. Redundant with what tank kits already have.
First, let's list all the champions who are supposed to build Bami's Cinder and its upgrades:
- Tanks – Top: Malphite, Maokai, Ornn, Sion, Shen, Poppy
- Tanks – Jungle: Amumu, Sejuani, Nunu, Zac, Rammus, Gragas
- Fighters (mostly Juggernauts and junglers): Volibear, Dr. Mundo, Shyvana, Sett, Jarvan IV, Warwick, Skarner
- Cho'Gath (he's a Specialist, so not really bound to any class)
And here's an observation: Tanks almost never build anything else than Sunfire, the only ones who go Frostfire Gauntlet are Volibear and Cho'Gath, likewise for Turbo Chemtank which is Skarner's pick of choice. This proves the point that these items, while situationally viable, are not for Tanks, but other classes. Even the dedicated armor stackers Malphite and Rammus never really choose FG.
Frostfire Gauntlet is a great item for Cho'Gath, and Juggernauts like Shyvana or Volibear – champions who otherwise lack reliable CC in their kit.
Turbo Chemtank is a great item for Skarner, and some supports due to Shurelya being garbage.
Both Gauntlet and Chemtank are just not made for tanks. Tanks already have slows and engage in their kits, these effects are redundant with their spell patterns. FG and BC are neat for some offtanks, but mostly useless for true tanks.
Why nerfing Sunfire wasn't enough
The problem with Sunfire isn't even that it's a specialized DPS item in a class that isn't supposed to be a main DPS dealer. The problem with Sunfire is that it's actually too good of a generalist item. It's equally good against all kinds of damage. Even if you need to specialize into a specific resist, Sunfire+boots is a better choice than the resist-specific Mythic. This is the other fundamental flaw of Gauntlet and Chemtank – they're awkwardly balanced between statline and effects, rarely ever optimal for the situation. Skarner purchases Chemtank despite the awful statline only because he wants the active all that much.
Think about it: Even after the nerf of Sunfire to 350 health, it's still a better item against magic damage than Frostfire Gauntlet (by 5 MR) and a better item against physical damage than Turbo Chemtank (by 5 armor). Sunfire will always remain the numbingly default option if this isn't addressed.
Consider unifying defensive stats of all tank Mythics
This works in Mage Mythics. This works in AD Mythics. This works in Enchanter Mythics. The only outliers are sustain-providing ones (Riftmaker, Eclipse, Shieldbow). Establish a successful statline for the items, then make the players truly choose the unique effect of a specific Mythic.
For Tanks, this should be 400 Health, 30 Armor, 30 Magic Resist, 20 Ability Haste. Of course Gauntlet and Chemtank would need more powerful effects, then – but that's exactly the point. Effects that play into the tank fantasy of enduring damage, disabling opponents and protecting allies, not this "mage bruiser" DPS bullshit.
Make Gauntlet and Chemtank unique effects more unique and impactful
Every Mythic item should change how you play the game, either adding something essential to your combo (Rocketbelt, Goredrinker, Duskblade, Harvester, Galeforce, Locket) or permanently enhancing your existing patterns (Mandate, Liandry's, Riftmaker, Krakenslayer, Triforce/Sunderer). Currently, tank Mythics don't really do that, mostly because they're doing a shit job at being Mythics for tanks. Gauntlet is a Juggernaut item and Chemtank is a bastard child of Shurelya's and old Randuin's.
Tank Mythics should assume that their user can already engage into the enemy (Vanguards) or is around the allies they want to protect (Wardens) and enhance the qualities they truly care about. Assume they have CC already and don't need the slows. Assume they want to get hit.
In comparison, other class Mythics make the user choose between the mobility&burst, (anti-tank) DPS, or survivability. Let's try to follow that pattern here as well, but from the other side – tanks aren't supposed to be the ones dealing DPS or burst damage, but dealing WITH that damage. Consider the following:
- Frostfire Gauntlet becomes the anti-burst option. Think Malphite/Galio passive shield that serves as a soft taunt: while the shield holds, your basic attacks deal bonus on-hit damage. In tune with the item's name and theme, you choose between Physical or Magical shield by item toggle, which also switches between armor-scaling physical damage and MR-scaling magical damage, you get the point. It also plays into one of tank strengths: punishing enemies for stacking one type of damage.
- Sunfire due to its name and theme should remain the DPS option… but stacking with enemy DPS instead. Enemy team bought Liandry's? Perfect, you'll stack Sunfire in no time. You burn, they burn, it all burns. The Shurima Ascended theme makes it also a much better fit for %size passive.
- Turbo Chemtank can remain tied to mobility, but as we've discussed, only the likes of Skarner will utilize it as a main engage tool. It needs a secondary purpose as well in order to become a true tank item. Again, soft taunt – enemy team should feel encouraged to stop you and force you to finish your engage early.
The Support Clause
The itemization landscape isn't complete without considering the tank Supports. At the moment some of them can opt for Chemtank as a possible purchase for the engage potential given the low appeal of Shurelya's. Long story short, Shurelya's needs a buff for low-income Supports to have a choice between more than one item; another concern is low power of post-nerf Knight's Vow and poor choice of 2300g support defensive items overall, but let's not jump ahead too far.
The weakness of Shurelya's, however, is part of the Chemtank problem – some supports like Blitzcrank or Tahm Kench can consider Chemtank for the engage potential, it's just so damn expensive. They would be pretty happy with Shurelya's if only it wasn't so horribly inefficient.
- Aegis of the Legion:
Recipe changed to Cloth Armor + Cloth Armor + Null-Magic Mantle + 250g
Cost lowered from 1500g to 1300g
- All Tank Mythics
Recipe changed to Bami's Cinder + Aegis of the Legion + 800g (total cost 3200g, unchanged)
Stats: 400 Health, 30 Armor, 30 Magic Resist, 20 Ability Haste
Immolate: Base damage set to 20 at all levels (health scaling unchanged)
- Sunfire Aegis: BURNING BRIGHT
Immolate: Gain a stack on enemy damage only (internal CD on stack gain .5s), but max stacks increased to 10
Flametouch: Now procs on hard CC always, no longer procs on basic attacks when fully stacked
Mythic Passive: +100% Health Regeneration in combat, +6% Size
- Frostfire Gauntlet: BONK
Toggle: Switch between Frost and Fire
Frost Punch: Once out of combat for 8 seconds, gain a shield that blocks (15% Health) physical damage. While the shield persists, your basic attacks deal (10% bonus armor) damage on-hit and slow enemies by 10% for 2 seconds. This slow is tripled on the first attack.
Fire Punch: Once out of combat for 8 seconds, gain a shield that blocks (15% Health) magical damage. While the shield persists, your basic attacks deal (10% bonus MR) damage on-hit and then the same amount over 2 seconds. This damage is tripled on the first attack. Snowbind removed
Mythic Passive: +5 Ability Haste
- Turbo Chemtank: LEGAL DOPING
Supercharged: Maximum duration increased to 6 seconds. Gain 1000% health regeneration for the duration. If you run for at least 3 seconds, the first enemy you collide with becomes taunted for 1 second.
Mythic Passive: +5% Movement Speed out of combat, +5% Tenacity and slow resist
- Shurelya's Reverie: RALLY
Recipe changed to Kindlegem + Aegis of the Legion + 400g (total cost unchanged) (same recipe as Locket)
Stats: 200 Health, 30 Armor, 30 Magic Resist, 20 Ability Haste Inspire: Gain 30 Armor and Magic Resist and double the movement speed bonus. Double movement speed is also applied to allies running towards you.
Movement speed bonus base reduced from 40% to 30%.
And this is just a rough draft of what it could look like. Point is, tank Mythics need stat uniformity and better effects that suit the lane/jungle tank playstyle, not bruisers. And tank supports need another Aegis+Kindlegem Mythic for them.
Source: Original link
© Post "Tank Mythics need a rework or everybody will keep always building Funfire Wincape" for game League of Legends.
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