Forgive me for not wanting to just discuss this in the other thread, but it does have some reason for separation. If you care, poke me, if not, onward.
If you're not familiar with the context due to not playing SMITE, know that I'm discussing basically stuff from that and Predecessor (try
for their latest Dev Q&A, for some 'Dev curated gameplay' looping while they are talking, just to get a look at what it plays like 'physically' which is the thing that matters for this topic).
Tanking in MOBAs usually comes down to 'choose a CC Bruiser and build Tanky items', but we do have a bit more proper Tanking these days, and I've been studying it lately since I play a 'Tank' in Predecessor (and played the same Tank back in 2016 when the original game this is based on was released).
Tanking in MOBAs comes down to blocking the opponent from damaging an objective or drawing their attention to you
overall. The first is usually physical execution and the second is usually tactical. Only discussing Physical.
Not Bruisers
The first thing that matters here is that Predecessor Tanks aren't generally Bruisers, you can build them like that, but their base abilities don't usually match up to it. SMITE has a lot of characters, I'm sure others will comment. The other thing is that most Bruisers are hard to build properly into Tanks. This is interesting for me because the game has basically 3 abilities and a Passive (then your Crest and your Actives which are equiv of "Weapon Skills' or Procs usually).
Not Always Health
Building more Health doesn't make you a Tank. Not Health by itself. This seems obvious, but the more important thing to look at here is that Tanks aren't always building Health, or even Regen. They benefit from it, but you're usually calculating how much of it you need based on many things due to the game having relatively low healing, basically Health just determines how long you survive. There are reasons why it is sometimes better or worse than Armor or defensive Actives.
This basically comes down to five things that I'll try not to overexplain, I just want to know if you like the idea of it or if it goes against your Tank Philosophy or personal perspective of them.
1. Tanks often build Cooldown Reduction
Everyone loves Cooldown Reduction, but characters that work well as Tanks tend to have slightly shorter cooldowns than damage dealers and abilities that can be used in protective methods, so you want to be able to use them more often in situations that require true tanking (protecting teammates or dying for them).
2. Tanks often build On-Hit Itemization
When a Tank can't manage by just positioning/body blocking and CDR mentioned above, they build for 'stuff that happens when they hit people with their basic attack'. If you're up in someone's face bodyblocking anyway, this is among your best options. There are lots of these, even some that go right back to CDR.
3. Tanks often build On-Incoming-Damage Itemization
Probably the biggest difference from the 'build' part. This is the thing that makes you a Tank here. You get some benefit, often defensive, from taking damage. A direct payoff for building defensively enough to take multiple hits or focusing your CC on 'making sure only one person is hitting you at a time'.
4. Tanks often have strong 'Temporary Disengage' Tools
Instead of giving them low mobility, Predecessor specifically tends to give Tanks some Movement because the key is to give them control of when they are taking damage. If they want to engage with it and trust their tankiness, that's fine, if they want to 'tank whatever by walking up to the enemy and have their disengage ready when the enemy has dumped cooldowns or mana on them' that's fine too.
5. Tanks usually use all of the above to ride the line between surviving and falling in an encounter/teamfight
This is the final point that is simple enough to lay out this way. A Tank isn't usually strong enough to not die. They're calculating how much energy or time they can waste on the opponent side first. That's the thing they are "Tanking". The opponent has two options when I approach them with one 'DPS' behind me. They can spend energy on me and hope I die but then be disadvantaged against the DPS who has not used their abilities yet, or they can try to damage me without their abilities, facing my on-Hit Itemization or On-Incoming Damage Itemization. To do neither is usually wasting time outright, (which is fine, but in any situation where we consider a player to be 'Tanking', your opponent letting you advance without even trying is also successful Tanking).
Anything else is too specific, and the post is already long as usual. lmk what you think of the five points, the first two things (the non-numbered ones) are just there as a reminder that 'Having High Health' is not directly related, and that at least in 3D MOBAs with Body Blocking, Bruisers are not
what I am talking about even though you could apply almost everything I mentioned (I guess the main difference is that a Bruiser/Fighter's toolkit doesn't benefit as much from the CDR and if your Bruiser is using any Disengage they were given, it's probably because something went wrong).
For those who don't have time to go watch any gameplay, if this is relevant to you, Predecessor is an Action Combat game with minimal 'Tab Targeting', has Body Blocking, and the 1v1 TTK is 20-34 seconds, but take that last datapoint with a grain of salt because TTK is always hard to explain/estimate when a game contains both 'Super Sustain Melee' and 'Literally Chunks off a Percentage of your Health' characters.
Anyways thanks for data if you engage. Hope y'all are having a great week, both Intrepid and the Community.