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[FOLLOWUP] Juggernaut Items

RiotRiot Axes··1 votes·63,496 views

Hi folks,

Following up on the Juggernaut itemization changes made in patch 5.16, particularly the additions of Dead Man's Plate, Titanic Hydra, and Sterak's Gage, I wanted to quickly go over our thoughts on the current state of these items.

Original Goals (for the 08/20/2015 Release)

  • Offer Juggernauts items that meet their specific needs and provide a foundation for future juggernaut item diversity
  • Use stat bindings to ensure those items can be balanced for juggernauts, rather than being superior on other classes.
  • Stat bindings refers to the statistics that a champion kit encourages its players to itemize for, e.g. Marksmen with Attack Speed and Critical Strike

What's Working (as of 1/25/2015)

  • All the updated Juggernauts use some of these items in their builds to solve the problems they were meant to address
  • No metagolem - stacking all these items together doesn’t dominate all other builds
  • Clear item satisfaction created by thematic linkage (e.g. Black Cleaver on Darius) and visual effects/audio (e.g. Dead Man’s Plate’s trail)
  • Non-Juggernauts aren’t using these items excessively or unfairly (stat binding works)

Problems to Address (as of 1/25/2015)

  • Non reworked juggernauts have pretty hodgepodge itemization
  • Dead Man’s Plate remains too strong and is crowding out other choices
  • Unclear if Dead Man’s Plate and Black Cleaver correct an intended juggernaut weakness (immobility) too effectively
  • Titanic Hydra has very few users (lack of health-bound, Basic Attack-oriented champions)

Known Tradeoffs

  • Juggernauts are well-supported with core items, but have few choices to make other than order/build path.

Next Steps

  • Look to improve bindings on other Juggernauts (e.g. Nasus and Udyr)
  • Further reduce Dead Man’s Plate’s power and assess other similar items
  • Assess who should use Titanic Hydra and changes needed to make it attractive to them
  • Discuss frameworks for use of flat MS versus % MS and in what ways items should or shouldn’t offset class weaknesses.

356 Comments

shadowsaotome33 votes

It's not so much that Deadman's Plate is super awesome, but that other choices are just subpar in comparison. If you're looking for armor and health, your choices are Sunfire Cape, Randuin's Omen, and Deadman's Plate. Sunfire Cape's passive just feels bleh, very hard to appreciate, which leaves Randuin's and Deadman's. The problem here is that it seems like speeding up is always more universally useful than slowing someone else down, which is a problem beyond the scope of these two items.

RiotRiot Axes20 votes

{quoted}

It's not so much that Deadman's Plate is super awesome, but that other choices are just subpar in comparison. If you're looking for armor and health, your choices are Sunfire Cape, Randuin's Omen, and Deadman's Plate. Sunfire Cape's passive just feels bleh, very hard to appreciate, which leaves Randuin's and Deadman's. The problem here is that it seems like speeding up is always more universally useful than slowing someone else down, which is a problem beyond the scope of these two items.

I'd like to look at Randuin's Omen and Sunfire Cape as well. I do think Deadman's is also overbearing, though.

Nicorus 6 votes

Elaborate on why you think its overbearing.

RiotRiot Axes27 votes

[{quoted}](name=Nicorus ,realm=NA,application-id=A7LBtoKc,discussion-id=fWOVQoin,comment-id=000600000000,timestamp=2016-01-26T03:03:57.451+0000)

Elaborate on why you think its overbearing.

Basically we're seeing it in most games even on core Sunfire Cape users and core Frozen Heart users, even with Sunfire Cape having an identical stat-line - they just buy the Dead Man's a bit later. It's crowding out not just other armor options but other defensive options period, which points to it simply giving more for its price than items usually give.

Starlighte21 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=A7LBtoKc,discussion-id=fWOVQoin,comment-id=0006000000000000,timestamp=2016-01-26T03:10:33.062+0000)

Basically we're seeing it in most games even on core Sunfire Cape users and core Frozen Heart users, even with Sunfire Cape having an identical stat-line - they just buy the Dead Man's a bit later. It's crowding out not just other armor options but other defensive options period, which points to it simply giving more for its price than items usually give.

I mean, that is cherry-picking the causal link a bit don't you think? You could look at that same set of information, and say "Well, Deadman's Plate is filling it's core identity, but Sunfire Cape and Randuin's Omen obviously aren't if people are foregoing those items and getting Deadman's instead."

I think it is a bit unfair to look at a certain set of information, and see what you believe (Deadman's is too strong) from a set of data points that doesn't actually give a clear answer as to the question of "Is Randuins/Sunfire too weak, or Deadman's too strong?".

Might be worth trying to up the power of the other two items first, before you nerf an item that seems to have a healthy gold efficiency, and clear identity. I would argue Sunfire has lost much of it's identity due to Cinderhaulk, and Randuin's seems to be more efficient due to the sheer amount of extra crit in the game (since MM reworks) but never got a pass-over to ascertain whether the item was fulfilling its desired goals of reducing the impact of high-crit champions.

Nicorus 14 votes

I had completely forgotten the cinderhulk interaction. Good point, in most cases a jungler would be rather silly building a sunfire ontop of cinderhulk.

RiotRiot Axes18 votes

I mean, that is cherry-picking the causal link a bit don't you think? You could look at that same set of information, and say "Well, Deadman's Plate is filling it's core identity, but Sunfire Cape and Randuin's Omen obviously aren't if people are foregoing those items and getting Deadman's instead."

Yes and no. If we're just looking at these three items in a vacuum, then yes, we could fix the problem by buffing the other two until they're used. Those plays would likely come at the expense of everything that isn't one of those three items, however (not just other armor items like item 3110 but all other defense items to a significant extent - health stacking effectively neutralizes a lot of AP champs, after all). And the net result would be a pretty substantial increase in power for many users of those items, particularly users which are already building Dead Man's plus one of the others, which is simply not warranted right now.

I do agree that the others warrant a look and likely need to increase in power, but the gap is larger than I can realistically close just with buffs.

Starlighte4 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=A7LBtoKc,discussion-id=fWOVQoin,comment-id=000600000000000000010001,timestamp=2016-01-26T04:01:19.207+0000)

Yes and no. If we're just looking at these three items in a vacuum, then yes, we could fix the problem by buffing the other two until they're used. Those plays would likely come at the expense of everything that isn't one of those three items, however (not just other armor items like item 3110 but all other defense items to a significant extent - health stacking effectively neutralizes a lot of AP champs, after all). And the net result would be a pretty substantial increase in power for many users of those items, particularly users which are already building Dead Man's plus one of the others, which is simply not warranted right now.

I do agree that the others warrant a look and likely need to increase in power, but the gap is larger than I can realistically close just with buffs.

Granted, I don't make any claims to having a great sense of game design. You significantly dwarf my expertise on the subject, but I still think that it is worth noting that if you agree that Sunfire/Randuin's both need a pass-over, but you believe that Deadman's is too strong, isn't Riot's approach to do one set of changes at a time, let data from live roll in (because PBE is inadequate) and then follow up again if necessary?

This is why people got upset with the Sejuani nerfs, because they were delivered hand-in-hand with Cinderhaulk nerfs, so she got the double nerf bat. I think it might be prudent to make one set of changes first, let the dust settle, and then use the "new environment" where Randuin's and Sunfire are in a better state to make the decision about how much/if to nerf Deadman's.

People pick Deadman's because it has reliable utility, and is a nice statball. Randuin's has "unreliable" utility, as does Frozen Heart (Aura ranges, activatable, stats are basically "negating stats" which work to whittle down your opponent's strengths) where Deadman's is just a set of positive stats (MS, AR, Health, all of which positively impact you 100% of the time).

If you increase reliability (f the intended goals of FZ, and Randuin's specifically) you should be able to increase their power but not in a way that invalidates mages (agreed, health stacking wrecks mages). Potentially, buffs to the aura's or "bonus effects" of Randuin's, FZ, (and a flat-out re-imagining of Sunfire) seem like a much healthier way to balance Deadman's.

I'm simply trying to implore you to entertain alternative methods to the same goal, of having healthy and balanced Juggernaut items, with diversity most of all.

stochastic428 votes

I agree that deadmans is strong right now but considering that Frozen Heart and Thornmail were both nerfed significantly, and as was mentioned Randuin's is rarely a good item for lane due to it's new crit blocking passive, it's not surprising that it's outshining the competition.

Also as you mentioned it is outshining even hp/damage and hp/mr defensive items largely due to the fact that health is an effective way to mitigate magic damage in the early/mid game and because often the champions that build it have everything they need in their kit to win fights and just need the mobility to engage without completely sacrificing tankiness. nearly any melee champion with deadman's can 1v1 any ADC with ease.

Another reason it's strong is because it makes tier 2 boots unnecessary allowing you to get an early second item and still be able to engage. It also helps you get back to lane quickly which will often make a significant impact. Between all this it's very hard to beat as a first item for any non-carry top laner.

Perhaps the solution is to change the speed boost to an active so it's not providing the extra utility (roaming speed and getting to lane fast) which is out of scope for the item. I also think with the stonger AD items out now, that frozen heart and thornmail can me made good again.

PapaGreg2111 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=A7LBtoKc,discussion-id=fWOVQoin,comment-id=000600000000000000010001,timestamp=2016-01-26T04:01:19.207+0000)

Yes and no. If we're just looking at these three items in a vacuum, then yes, we could fix the problem by buffing the other two until they're used. Those plays would likely come at the expense of everything that isn't one of those three items, however (not just other armor items like item 3110 but all other defense items to a significant extent - health stacking effectively neutralizes a lot of AP champs, after all). And the net result would be a pretty substantial increase in power for many users of those items, particularly users which are already building Dead Man's plus one of the others, which is simply not warranted right now.

I do agree that the others warrant a look and likely need to increase in power, but the gap is larger than I can realistically close just with buffs.

I think one of the problems with sunfire is that it simply doesn't help with waveclear enough. If there was a buff on it's damage against minions I feel it would be bought more often without making it too strong in champion vs champion interactions. It would also help tanks make their way back into play in top lane more often and not have to be banished quite as much to the jungle.

Amicaze4 votes

I think you widely underestimate the value of mobility. Even if Randuin's might have more useful stats, no one ever builds it because it mobility is the best stat in the game.

10 seconds less to go from toplane to middle is the difference between a wave lost under your turret and +6 cs. Same for coming back to lane, helping with invades, etc...

Quality Content11 votes

I'd argue Deadman's should serve as a baseline. It's picked up over sunfire because sunfire is weak.

Grey Wolf54 votes

As a juggernaut, you are frequently on the front-line. It is hard to try to push for a tower if you have Sunfire; you can't turn the passive off. I hate when I accidentially pull tower aggro when I just want to push a tower down and ignore the enemy nearby.

As for Randuin's, your own data shows users frequently don't use their actives.

Don't just nerf Dead Mans. Think about why we prefer it over the alternatives.

Nicorus 18 votes

Oh man! you are so right! That Sunfire Turret agro has gotten me in a spot of trouble in the past. Its just not as safe of a buy as other defensive items.

DeathBurst10 votes

Let me add my voice to your choir.

President Garen14 votes

agrred, sunfire 100% needs a toggle.

Happy Teeth3 votes

Suggestion:

Sunfire Cape -Passive: Burn nearby minions and monsters with reduced damage -Toggle/Active: Leave a wake of fire that burns minions, monsters, and Enemy Champions (increased damage/range--champion can have an aura to show it's on) Throw on a cooldown for balance

Randuin's Omen -Passive: Same (reduce attack speed) -Active: Charge! Gain Movement Speed when moving toward Enemy Champions. Your heavy footsteps slow the Movement Speed of nearby enemy units by X% until you reach them or use an ability. Lasts X seconds. (Similar to Sion ultimate or Righteous Glory active).

Doc Thulhu4 votes

-Toggle/Active: Leave a wake of fire that burns minions, monsters, and Enemy Champions (increased damage/range--champion can have an aura to show it's on) Throw on a cooldown for balance

Singed would like this very much

54340481_DEL10 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=A7LBtoKc,discussion-id=fWOVQoin,comment-id=0006000000000000,timestamp=2016-01-26T03:10:33.062+0000)

Basically we're seeing it in most games even on core Sunfire Cape users and core Frozen Heart users, even with Sunfire Cape having an identical stat-line - they just buy the Dead Man's a bit later. It's crowding out not just other armor options but other defensive options period, which points to it simply giving more for its price than items usually give.

My Thoughts on Armor Choices

item 3068 1) Sunfire Cape gives invisible power that feels unsatisfying & that's hardly noticeable. Unless they sit on you for a very long time it won't do much & even then it's not all that great. As of now it's only really good for waveclear & combining with Thornmail.

item 3143 2) Randuin's Omen is a niche item to use versus a lot of crit & attack speed. It's usually better to get this later because most tops don't have ton of either of those things. Also, as others have said, it's more satisfying to speed yourself up always rather than slow others down for a few seconds in a small ring.

item 3075 3) Thornmail is good versus a lot of attack speed and to some extent life steal (untill they get omega amounts in which case they heal through the damage). Again, very niche, especially when you consider it benefits from you already having armor to make the return damage higher. Best versus a full ad team and synergizes well with Sunfire Cape/Cinderhulk.

item 3110 4) Not gonna lie, Frozen Heart is kinda lack luster. In exchange a for mana & a static attack speed debuff aura you have to sacifice health & crit reduction. It is basically an item for people that can't live without the extra mana because Randuin's Omen is just better all around as a tank item (like Deadman's Plate is to...literally everything). It's also an aura which feels less satisfying to have just like Sunfire Cape's burn.

item 3512 What in the Burning Hells is this thing? I think I saw someone take it...once...on Anivia.....for shits and giggles....

item 3025 It's great as an alternative to Triforce so you don't get 1-shot for building a sheen item. If this item gave health it'd be straight up broken because that's the only trade off I see here. Seriously, why is this not being talked about more in terms of balance?

item 3742 Let's you move faster all the time, has decent health and armor, doesn't require the enemy to be already next to me to help against all the kite I'm fighting.........yeah fuck everything other tank item. Unless I'm fighting a Yasuo, Tryndamere, & a few marksmen at the same time why would I take anything else? All joking aside, Deadman's Plate is the apex of anti-kite tank items & that's not all that bad really. It made playing tanks/fighters/juggernauts/etc feel so much better in "League of Mobility" that it's understandable that all other items fall short by comparison. Nerfing Deadman's Plate too harshly would cripple not only the 4 reworked juggernauts, but also every other low mobility champion in the game. Perhaps reconsidering the "Crushing Blow" portion of the item would be a sufficient nerf for the diversity gods? If I'm being objective, speeding up yourself & slowing down others is a bit much.

hopeful44 votes

As of now it's only really good for waveclear

Because that is supposed to be its niche lol. No one builds for damage to other champions.

And this is the problem with sunfire, its useless to champs who have sufficient waveclear like Maokai or Darius and absolutely mandatory to champs that havent like Poppy or Malphite

Praise the Son3 votes

Sunfire is a tank item primarily, where it offers damage as opposed to movespeed, (juggernauts really need it and movespeed is generally better than sunfire passive on champions who are tanks) and randuins, is really expensive for giving less health, a really situational crit reduction passive, and the active which is only good if you already manage to be in range of the person. As for thornmail, you basically need to be a tank to use it, due to the requirement of stacking more armor. Frozen heart gives good stats, however mana isn't worth itemizing on a lot of champions that want to be tankier outside of actual tanks (Ex. rek'sai, garen, mundo, morde, etc.) Essentially deadmans plate is the best option of the group for the majority of champions due to the somewhat exclusive nature of the other armor items.

shadowsaotome3 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=A7LBtoKc,discussion-id=fWOVQoin,comment-id=00060000,timestamp=2016-01-26T02:58:22.929+0000)

I'd like to look at Randuin's Omen and Sunfire Cape as well. I do think Deadman's is also overbearing, though.

It is overbearing in the sense that very rarely is it not a good item to buy, versus Randuin's which seems more situational. I wouldn't want to see a straight up nerf to Deadman's; nothing about it is overbearing by itself. I don't look at Deadman's and think All aboard the Freelo Express, Mwahahahaha!, but it is more often than not the best option when looking for armor+health. Whether that's best addressed by shifting around Deadman's power or adjusting other items (or both), is what needs to be addresssed imo.

Xonra4 votes

{quoted}

It is overbearing in the sense that very rarely is it not a good item to buy, versus Randuin's which seems more situational. I wouldn't want to see a straight up nerf to Deadman's; nothing about it is overbearing by itself. I don't look at Deadman's and think All aboard the Freelo Express, Mwahahahaha!, but it is more often than not the best option when looking for armor+health. Whether that's best addressed by shifting around Deadman's power or adjusting other items (or both), is what needs to be addresssed imo.

I would agree with all of this. I don't think Deadman's is where Riot (specially the red name in question) is putting it. This isn't a case of Warmog's in pre season 3 where it was ridiculous, and was really good for a while still. This is more of a case where the other two choices you usually pick in response to something (or you are Shen split pushing). Deadman's plate just feels solid and I don't have to question my purchase if I can't do x or y that it is leaning towards niche wise.

Keevalroy16 votes

Dead Man’s Plate remains too strong and is crowding out other choices

Or maybe the other choices are so bad there's not a lot of alternatives...

Mask Top Jhin15 votes

I don't think Dead Man's Plate needs to be nerfed any further. I think some of the other juggernaut items should be buffed instead.

ZylotheWolfbane12 votes

I think there's something else you're forgetting. AP Juggernauts have very few itemization options. While AD-based Juggernauts can make use of multiple options like Dead Man's Plate, Black Cleaver, Titanic Hydra, and even items like Frozen Mallet, Iceborn Gauntlet, and Sterak's Gage. AP Juggernauts have very few options overall, let's take a look.

item 3116 : One of the very few solid AP Juggernaut items, essentially the Black Cleaver for AP champs. Solid stats, a good passive, and makes its way into plenty of AP Juggernaut builds. Occasionally picked up by full mages, but causes no major abuse cases where it becomes a must-buy for non-Juggernaut champions.

item 3151 : A decent option, works well together with Rylai's, but always feels a bit like overkill unless you're really ahead. Provides less raw HP and AP than Rylai's, and though the Pen is nice, AP Juggernauts usually do enough damage that they rarely need it, and if enemies are actually building consistent MR, it would usually be better to just get a Void Staff for raw damage, even though you lose out on some HP for it.

item 3027 : At first glance it seems great! Scaling HP and AP, along with Mana? Good stuff! Except... well, one of the primary AP Juggernauts, Mordekaiser, doesn't use Mana at all, making it a wasteful option for the big guy. He's your poster-boy for AP Juggernauts, and will NEVER want to buy this.

item 3001 and item 3157 : Both of these seem like great options. Solid resists, backed up by powerful passives, and nice chunks of AP. This is great... except everyone else is going to buy them even more than Juggernauts. Abyssal is more often purchased by assassins, melee-range AP burst champions. While Zhonyas is purchased by... well, everyone. Seriously, the item is STILL one of the best defensive AP items in the game, and almost every AP champion who is worried about getting hurt is going to buy the thing.

item 3060 : This is the only item left with both HP and AP. It's rarely purchased in the first place, and when it is, it's more likely on a support than to ever actually be on an AP Juggernaut.

So really, AP Juggernaut itemization SHOULD be looked at.

Adalore8 votes

On the case of deadman's plate it's probably less that it's super good but the contested choice of "Sunfire cape" being less of a choice.

While I know it's hard to weigh deadman's vs Sunfire, that IS the choice going down between champions. So it is up to deciding between them and sometimes picking sunfire when the deadman mobility is unneeded.

Nicorus 8 votes

Titanic Hydra is a really good item. It is also a late game item that you get once you've stacked your health and are tanky. But games don't last typically into late game. But lets also be honest, Hydras fell out of popularity in the meta when Tiamat lost cleave as a passive.

Moving on -> Dead mans plate isn't super strong, but it gives a lot of champs better mobility. It allows champs like voli to stay relevant and other champs the ability to get into the middle of a team fight and try to get the ADC. Over all I feel like this item is in a pretty good spot. It forces you to think about how you use your auto attacks.

Steraks is a pretty niche item. In the current meta your tanks are either going to be top jungle or support. Steraks really isn't a good pick on any junglers, its not a core item on any jungle path. Its not very team efficient for a support to pick up. Leaving only Top Laners to pick up this item. So top lane tanks specifically will get this. But tanks like malphite don't need it from his armor passive. So few tanks who are popular in the meta currently will take this item.

Its not the items are bad, its that 2 of them are pretty niche.

DeathBurst3 votes

[{quoted}](name=Nicorus ,realm=NA,application-id=A7LBtoKc,discussion-id=fWOVQoin,comment-id=0008,timestamp=2016-01-26T02:54:14.982+0000)

Titanic Hydra is a really good item. It is also a late game item that you get once you've stacked your health and are tanky. But games don't last typically into late game. But lets also be honest, Hydras fell out of popularity in the meta when Tiamat lost cleave as a passive.

2 very good point: at least personally I would build Titanic as last item on a few champs, but I generally do not have time to be full build in the current meta, so maybe Titanic stats are so low because of that. Then, it's also important to note that Hydras were popular not only for the final items, but also for the waveclear/easy farming Tiamat provided relatively early in laning phase, which is much less the case now.

Steraks is a pretty niche item. In the current meta your tanks are either going to be top jungle or support. Steraks really isn't a good pick on any junglers, its not a core item on any jungle path. Its not very team efficient for a support to pick up. Leaving only Top Laners to pick up this item. So top lane tanks specifically will get this. But tanks like malphite don't need it from his armor passive. So few tanks who are popular in the meta currently will take this item.

Here I have to nitpick a bit, but Sterak was never intended to be a Tank item. It's an item for damage dealers, Juggernauts, not Tanks.

Waterseeker5 votes

Non reworked juggernauts have pretty hodgepodge itemization

Can we have some clarity with this? Which champs do you consider Juggernauts that aren't the reworked/new ones?

Raxistaicho5 votes

So if you're looking at Udyr, are you considering Shyvana as well? She's pretty similar to him.

Retillin2 votes

If I recall correctly, Riot considered her more of a "diver fighter" like Vi instead of a juggernaut.

RiotMeddler3 votes

Yeah, we've concluded Shyvana's better treated as a diver at this point, as is Olaf, given both of them have much more capability to get onto the backline than juggernauts generally do.

roboooo2 votes

Is there any chance you can elaborate on this? Going off this, it just seems to me that there are some inconsistencies with the juggernaut identity. I'd really thought they're any melee bruiser with high damage but unreliable means of getting to a target to apply it. Darius and Garen definitely fall into that category, but I've never thought of them as champions that have issues becoming terrors to the enemy backline. If anything, their sticking potential is much more reliable than Shyv or Olaf simply because their kits revolve around applying their cc and then bursting the enemy where as Olaf and Shyv have to auto similar to that of Skarner.

It seems to me that if Shyv and Olaf can't be looked at as Juggernauts, there'd also be some inconsistiencies with Udyr and Skarner being called them as well.

RiotMeddler2 votes

We'll be talking more about all the different sub classes we've been looking at soon (ish). For juggernauts though:

Sub Class Strengths

  • Extreme tankiness (primarily via raw health). Constant, not windowed, defense.
  • Sustained damage (threat/influence primarily through damage)

Sub Class Weaknesses

  • Low mobility (kiteable in combat in particular)
  • Low range (overall very melee dependent compared to most classes)
  • Low initiation potential (lack of aggressive CC, difficulty getting onto desired targets.

Main argument against Shyvana being a juggernaut's the dash on her ult, she's got the ability to get onto a target from a significant range. Olaf's ult makes him very hard to kite by contrast, so he also doesn't fit the criteria.

With these subclass definitions though it's very much a spectrum, not a set of hard rules where champions are either entirely one thing or entirely another. Udyr and Skarner are on the boundary of juggernaut, but still ultimately best described as juggernauts, while Shyvana and Olaf has elements of juggernaut but are better described as divers.

Malicious Metal8 votes

{quoted}

Sub Class Strengths

  • Extreme tankiness (primarily via raw health). Constant, not windowed, defense.

Might I ask why Mordekaiser seems to lack in the health department seeing that he has up to 600 health less than the beefiest juggernaut?

Annoxis3 votes

Because late game, He can generate 25 % of his maximum health every 3,6-6 seconds (depending on CDR), only counting his E, making him the juggernaut with the most effective health of all juggernaut.

Sire Hippington4 votes

If, and only IF, he is not CCed and has targets in range. Lategame morde is a very vulnerable target unless he invests alot in tankiness, which leaves his damage pretty underwhelming since he offers nothing else.

RiotMeddler2 votes

We're not looking to make immediate changes to Udyr. When we do work on him (next him his balance demands buffs or nerfs most likely) we'll be looking at stat binding as something to incorporate into that though.

The Yetii Rider4 votes

{quoted}

We're not looking to make immediate changes to Udyr. When we do work on him (next him his balance demands buffs or nerfs most likely) we'll be looking at stat binding as something to incorporate into that though.

Udyr definitely doesn't feel rewarded enough for building health. Some suggestions to improve his stat binding:

Turtle Stance - basic attacks restore a bit of bonus health instead of lifesteal, maybe 1%.

Instead of a shield, it gives armor and MR (makes health more useful)

Shield is a % of his max health (like Sion)

Tiger Stance - Instead of bonus physical damage based on AD, have Tiger Stance apply on-hit effects twice (doesn't stack with Sated Devourer). This would give him more use out of BoRK with less AD (more room to build health if he has a lower dependence on life steal) and also inspire the same synergy with Titanic Hydra that Renekton has.

Bear Stance - Maybe remove the collision ignore and the gap closer to make him feel more like a juggernaut, and give the stun an extra .25 second duration to make the reward for catching enemies better since you also made it harder.

DeathBurst3 votes

Hi Axes. Thanks a lot for this thread. As a "Juggernaut main" (I played a lot of Garen, Mundo, I was one of the few advocates for Mordekaiser bot on the forums, and even if they are not all proper Jugg, I played a lot of other tanky dudes [and dudesses :p]), I have a few questions.

  1. About Udyr: is he really considered a Juggernaut internally? He has huge MS, a stun, and lifesteal (which discourage from building HPs, as mentioned in a later point).

  2. And what about Mundo? Despite his ranged poke, I'd say he is a Juggernaut. If he is not, what is he? Because he's definitely not a Tank with just one slow, and not the most efficient of Divers either. And yet if he is a Juggernaut, he doesn't build their items, mostly full durability, and if he builds offense, it's more magic-damage-oriented (1 or 2 among Rylai/Lyandry/Abyssal/Witt's end).

  3. Which transitions well with my next question: there are very few magic-damage Juggernaut/Bruiser items. It's obviously a problem for Mordekaiser, but even beyond that, its a hole in the itemization system, and it could open a lot of diversity in type of champs and buildpaths available, especially for guys like Rumble, I think. Is there any plan to add new items in this direction, or rework some of the existing items to gear them more toward AP Bruisers? There is probably something cool to be done with Rylai/Lyandry/Abyssal/Witt's End/Sunfire, and yet I cannot think of a single champ who would actually wish to build that stuff.

  4. About Stat Binding working: aren't Tanks using Deadman's Plate too much? Or Sunfire? And by the way, can you confirm that Black Cleaver and Sunfire are actually considered as Jugg Items, and not Tanks Items (despite not being the 3 added items you mentioned)? And Randuin, with the utility actives and the crit reduction is more a Tank item, despite the HPs, right?

  5. About the "Known Tradeoff": does this label mean that it won't be improved in the (near) future? Not that I'm complaining, but it's kinda ambiguous what you mean there.

  6. About Titanic Hydra: IMHO, the intended users should be: Volibear, Mundo, Udyr, Darius, and potentially reworked Nasus/Olaf with a better binding with health. All of them have a kit centered around basic attacks, with resets/AS buff/aa-enhancers. The problem for Nasus and Olaf is that their lifesteal encourages them to build resistances more than hps. (But you are probably aware of that already ^^'). And why allow to swap between Titanic and Ravenous freely? This seems a bit odd, and unfair compared to Smite/Boots/Zeal upgrades/Sheen upgrades/etc.

  7. About Deadman's Plate: can't you buff the alternatives instead of nerfing it, just like you did with Thunderlord recently? If not, why is it a different case?

I'll appreciate any answer, even partial ;) Once again, thanks for this thread, and thanks to Riot for the Dev Corner in general.

RiotRiot Axes9 votes

{quoted}

Hi Axes. Thanks a lot for this thread. As a "Juggernaut main" (I played a lot of Garen, Mundo, I was one of the few advocates for Mordekaiser bot on the forums, and even if they are not all proper Jugg, I played a lot of other tanky dudes [and dudesses :p]), I have a few questions.

  1. About Udyr: is he really considered a Juggernaut internally? He has huge MS, a stun, and lifesteal (which discourage from building HPs, as mentioned in a later point).

I wouldn't say that Udyr in his current state is a Juggernaut - just that he shares enough properties that he's in the same general space, so he naturally tends to come up when we're talking about Juggernaut items.

  1. And what about Mundo? Despite his ranged poke, I'd say he is a Juggernaut. If he is not, what is he? Because he's definitely not a Tank with just one slow, and not the most efficient of Divers either. And yet if he is a Juggernaut, he doesn't build their items, mostly full durability, and if he builds offense, it's more magic-damage-oriented (1 or 2 among Rylai/Lyandry/Abyssal/Witt's end).

Mundo feels like a Juggernaut to me, but that's my opinion, I wouldn't say that it represents some kind of internal consensus.

  1. Which transitions well with my next question: there are very few magic-damage Juggernaut/Bruiser items. It's obviously a problem for Mordekaiser, but even beyond that, its a hole in the itemization system, and it could open a lot of diversity in type of champs and buildpaths available, especially for guys like Rumble, I think. Is there any plan to add new items in this direction, or rework some of the existing items to gear them more toward AP Bruisers? There is probably something cool to be done with Rylai/Lyandry/Abyssal/Witt's End/Sunfire, and yet I cannot think of a single champ who would actually wish to build that stuff.

The big question for me on "AP Bruiser" is that it's not clear that we're talking about any real class of champions. Names I hear include stuff like Mordekaiser (hybrid stats Juggernaut), Rumble (AP damage dealer who buys minimal tank stats), and Maokai/Singed (more or less straight up tanks). I could imagine doing an AP Bruiser item if it's clear that it's supporting a decent set of champions who share an itemization need, but most of the ideas in that space that I've heard pitched end up being an item for just one or two champions since these champs don't really share many properties other than "fighter-ish and scales off AP".

  1. About Stat Binding working: aren't Tanks using Deadman's Plate too much? Or Sunfire? And by the way, can you confirm that Black Cleaver and Sunfire are actually considered as Jugg Items, and not Tanks Items (despite not being the 3 added items you mentioned)? And Randuin, with the utility actives and the crit reduction is more a Tank item, despite the HPs, right?

Black Cleaver, Sunfire Cape, and Randuin's Omen are all definitely in the space of Juggernaut items. Sunfire Cape and Randuin's Omen are also used by Tanks, while Black Cleaver crosses over with all manner of non-Juggernaut Fighters (and a few AD Assassins). This kind of crossover is perfectly fine.

The reason we care about stat bindings is that if we can ensure that Juggernauts are actually the core users of a particular item, we're able to balance the item around them instead of some other champion that just plain abuses it better. The reason we're calling this a successful demonstration for stat bindings is that we believe that it demonstrates that we're able to bind these items when we need to. Sterak's Gage in particular was successful in that regard.

Re: Dead Man's Plate: I think that's a problem with DMP being simply too powerful for its cost, not a problem with its stats profile.

  1. About the "Known Tradeoff": does this label mean that it won't be improved in the (near) future? Not that I'm complaining, but it's kinda ambiguous what you mean there.

In this case, I mean that we think we'd have to take on another fairly major project - at around the preseason Marksman itemization scope (which was much larger than the Juggernaut items scope) - to improve it enough to call it done.

  1. About Titanic Hydra: IMHO, the intended users should be: Volibear, Mundo, Udyr, Darius, and potentially reworked Nasus/Olaf with a better binding with health. All of them have a kit centered around basic attacks, with resets/AS buff/aa-enhancers. The problem for Nasus and Olaf is that their lifesteal encourages them to build resistances more than hps. (But you are probably aware of that already ^^'). And why allow to swap between Titanic and Ravenous freely? This seems a bit odd, and unfair compared to Smite/Boots/Zeal upgrades/Sheen upgrades/etc.

With a few changes that's more or less the list I had in mind (Trundle and Shyvana might be candidates, not sure it'd make so much sense on Udyr in his current form), but as you've probably noticed they all would need a few tweaks to really consider Titanic a core item. That's the exact concern with the item - its niche is so specific that it almost doesn't exist.

Re: the swapping: It's a bit of a thematic nod (they're configurations of the same weapon), but not ultimately crucial to the items. I rather like it but it's definitely odd and I understand why there's concern about it. I don't know if it'll stay or not.

  1. About Deadman's Plate: can't you buff the alternatives instead of nerfing it, just like you did with Thunderlord recently? If not, why is it a different case?

In Thunderlord's case, our thought was that the other Keystones had been left in a bad enough spot that nerfing Thunderlords would just leave Keystones feeling terrible across the board - none of the options was close enough to feel even ok about and we didn't have a ton of time to build confidence in buffs to them.

With Randuin's/Sunfire, they're items that players have appreciated in the past, which gives us quite a bit of confidence that some tweaks will make them desirable again. We'll likely try to float up both of those items in the near future. As I've said elsewhere in this thread, however, I think Dead Man's Plate is too strong for an item in League of Legends given its cost, not just for an armor item, and I don't think we can possibly buff Sunfire and Randuins enough to compete with Dead Man's without just making champions that use both overpowered.

I'll appreciate any answer, even partial ;) Once again, thanks for this thread, and thanks to Riot for the Dev Corner in general.

Thanks for the questions!

Godman8739 votes

[{quoted}](name=Riot Axes,realm=NA,application-id=A7LBtoKc,discussion-id=fWOVQoin,comment-id=000b0000,timestamp=2016-01-26T05:05:17.567+0000)

The big question for me on "AP Bruiser" is that it's not clear that we're talking about any real class of champions. Names I hear include stuff like Mordekaiser (hybrid stats Juggernaut), Rumble (AP damage dealer who buys minimal tank stats), and Maokai/Singed (more or less straight up tanks). I could imagine doing an AP Bruiser item if it's clear that it's supporting a decent set of champions who share an itemization need, but most of the ideas in that space that I've heard pitched end up being an item for just one or two champions since these champs don't really share many properties other than "fighter-ish and scales off AP".

Thanks for the questions!

AP brusiers are a really interesting concept that I am disappointed Riot seems to just push to the side, if you need a list of champions beyond 3 there is always Swain Ekko Vladimir Galio Evelynn Elise Mordekaiser Zac Singed Gragas Diana Maokai Nunu (With vlad being reworked and Evelynn being built in random builds all the time). Aside from maybe one or two of these guys, they're all very focused around sustained damage and fighting for a longer duration than most APs can or at least are focused around sustaining themselves for a long time in a fight with most of these characters also utilizing basic attacks (vlad and swain don't while singed and zac can use them for filler.)

If you say 'oh they're just fighter like' then isn't Aatrox just a bruiser that fights like a marksman? Or LeeSin being a fighter that fights like an AD caster?

I can't imagine they would be easy to balance but I am sure it could be done, specific characters such as Maokai, Mordekaiser, Swain and Rumble would benefit greatly from being able to deal damage and take punishment in response. It could also open up midlane to be more welcome to ADs as opposed to soloqueue ending up with things such as AD top, AD mid, ADC with support and tank jungle being only magic DPS. It feels better to play Galio than Maokai because you don't have to choose between Damage or survivability. Most of the characters such as Evelynn and mordekaiser also struggle to find a use beyond damage if they fall behind so when are able to build both some survivability and DPS they're able to at least attempt a teamfight as opposed to instantly exploding or standing the middle of a teamfight being useless. The only thing keep some of those characters in a decent spot is %hp damage tied onto their kit by default (which starts making me think %hp mechanics are a desperate attempt to help a character deal damage would be better off with flat AP damage in their kit. %HP mechanic as a whole seems to be overly abundant nowadays, heck 7 of the characters in that list have %HP damage and also 7 that are difficult to balance because there are no real items for them.)

"But if we build items then mages might use them." Okay, so lower the AP they give. Most end build AP items should have 80-120 AP.

"But what if those characters just build full AP?" Most of them are melee, they will instantly explode and if they're playable as AP like Diana then why not embrace non toxic off builds?

And if both didn't work, why not do what you did for Melee AD and make Melee AP items? The distinction between melee and ranged AP has been done before on Twisted treeline with Moonflair spellblade.

Linna Excel1 votes

Axes, is poppy considered a juggernaught? From what I've seen she builds several of those items.

RiotRiot Axes7 votes

[{quoted}](name=Linna Excel,realm=NA,application-id=A7LBtoKc,discussion-id=fWOVQoin,comment-id=0007,timestamp=2016-01-26T02:52:34.816+0000)

Axes, is poppy considered a juggernaught? From what I've seen she builds several of those items.

I wouldn't say so, but the fact that there's some spillover in her itemization isn't necessarily a problem.

DeathBurst2 votes

I'd say that Poppy is definitely a Tank. More precisely a Defensive Tank/Peeler, whose job is to protect her team, not to deal damage to the enemy. She has a slow, a knock-back, and anti-dash and another HUGE knock-back. It that doesn't scream Tank, I don't know what does.

RiotMeddler3 votes

Yeah, we see Poppy firmly in the tank category like Sion (awkward that he's got 'Juggernaut' in his title, it's a great fit thematically and was used before we'd decided to use that as the name of a subclass).

DemiluniS2 votes

I think Sion fits perfectly in the juggernaut category more than in the tank one, and you should consider increase his damage, because currently it kinda sucks.

RiotMeddler3 votes

If we wanted to balance Sion as a juggernaut we'd be looking at removing his Q knockup and the initiation power in his ult, in order to put more power into his sustained damage threat (auto attacks most likely). We're pretty happy overall with Sion's kit, so that's not a path that makes much sense, even if thematically juggernaut sounds like a good fit for him.

Malicious Metal5 votes

I actually think his Q scaling with total AD makes building juggernaut items like Steraks and Titanic Hydra decently strong on him. They actually give him great damage and makes it hard for the enemy team to ignore him so I think he's a "pseudo" juggernaut.

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