Thread:Double Slap/@comment-3017217-20150625141131/@comment-4091261-20160628015055

So you want late game tanks to be a thing? From my vast knowledge, I can definitely say that there are only two ways to allow late game tanks to be a thing in the current system: per level scaling, and items that boost the cap.

Per level scaling is basically scaling that occurs upon level up. A good example of this is who has two per rank scalings on  and  being EHP in general and /. However that is only one case, what I'm suggesting is more along the lines of a mastery that gives scaling per level for tankiness. Maybe along the lines of, "gain / for every 0.1-1.8% of ."

The other option being having an item that boosts the cap of tanky stats. One already exists fortunately and does it's job well:. Another that has grown in popularity for the Juggernauts that has even been placed on some of the squishiest champions for tankiness is due to it's shield component protection from even more burst than --of course with  still being the vastly superior passive  option. Two options exist for : and. Only --even though that isn't really a tank item--increases the cap.

Otherwise, the change in the formula for damage reduction is a plausible answer. I can't see another option outside of this that would allow late game tanks to be bolstered. Any increase that promotes farming only causes mid-game tanks to be plausible as they gain monstrous gold while sieging the enemies. An increase in base stats in general causes early game tanks to become boosted as the increased availability means that the sooner tanks can use the stats the better. While farming promotion and stat boosts also help late-game tanks, the other game phases feel a more significant change, simply because they can take advantage of it sooner--propagating snowballing for a more drastic net effect.