i already see some problems with nunus new kit

JarodDempsey··1 votes·933 views

Issue #1: very long, ranged cooldowns. his ranged dps skills are both stuck at an abysmal 14 seconds for their cooldowns which even at max cdr will still be longer than his current base e cooldown at lvl 1.

Issue #2: (this could be mitigated by a moderate minimum damage on w but no stats were provided for that in the tooltip) he lacks significant ranged damage. Sure his w can scale up to some good damage but unless its damage at the length of the roll after he lets it go after starting from activation is on par with his current e then he will lack adequate burst.

Issue #3: Canceling his ult was and will still be too easy, survivability while channeling is an issue a fraction of the time that simply being interrupted is.

Issue #4: He's got no movement abilities aside from an abysmal 10% ms increase that relies on being in melee range to activate.

Issue #5: he doesnt have good enough peel. His e is far too delayed and too short duration to be effective. His w requires him being what looks like animation locked while facing toward enemies which likely mitigates any ability of his to escape by using it.

Issue #6: The cc on e is too short to justify the long cooldown in addition to the abysmal damage.

Solutions: 1+2+6: vastly increase the damage done by e. Allow nunu's part (the snowballs) to be cast while the skill is on cooldown.

3: Half of his ult shield's health should be magic shield instead. Also consider adding grounded based on some conditions in the aoe (perhaps if the enemy is slowed beforehand then they become grounded in the aoe when it activates or after a duration).

5: Allow nunu to throw the biggest snowball ever behind him while vaulting off of it a short distance. This will give him more useful peel.

4: i think it'd be better if perhaps call of the freljord also activated for him while moving towards an enemy that has been slowed by any ally. That would work well to give him a minor bit of mobility, at least while engaging.

6 Comments

SuperLuigiLXIV3 votes
  1. So what? A lot of melee champions have combo kits with long cooldowns. EDIT: Looks like his W cooldown also starts on cast, rather than on finish. So that's a 14-second cooldown tied to a spell with a 10-second channel duration. O woe is you.
  2. So what? Most tanks don't have a lot of ranged options, that's nothing special.
  3. If you want his ult to be harder to stop, you do realize you're going to have to give damage up, right?
  4. So what? A lot of tanks have their mobility tied down to a single skill or passive like that.
  5. So what? He's a vanguard. He's meant to charge into the enemy team and disrupt them with his kit, not protect his own team.
  6. What low damage? His bases are GIGANTIC. 360 damage +1.5 AP on his W? 1275 +2.5 AP on his ult? 48 +.05 AP times 9? These are not small numbers.
JarodDempsey1 votes
  1. AP caster nunu will be significantly harmed by too long cooldowns. Also in non ganking scenarios where you have time to rool unseen through the jungle before entering a lane look to have <= 3 seconds worth of roll on his w, this includes the duration that it takes it to roll after he pushes it away. That brings the effective cooldown down to only 11 seconds which at max cdr is still like 6 seconds. Not as bad as the 14 but still could be better considering how easy the skill is to dodge due to size and speed without the unrealisticly long charge time not afforded during lane/teamfights.

  2. Nunu was an ap caster before he was a tank, his rework should work to restore that playstyle.

  3. His ult damage could be equal to that of his old ult while still being harder to stop. His old ult was woefully inadequate overall. This was not due to damage which was adequate but was due to ease of interrupting. His rework should simply solve that problem while leaving the damage at it's current (appropriate) level.

  4. Once again not a tank, ap caster who was neglected for so long that people started having to build tank just to mkae use of his slows since he had no hard cc or mobility. Also that mobility is effectively useless for engaging and extremely unreliable for escaping in its current state.

  5. Nunu is actually a warden not a vanguard unless they resubclassed him although i cant find anything relating to that. Imo his new kit looks way more like a catcher now though than either of the tank subclasses.

  6. Firstly i said low ranged damage, his q actually has some use in teamfights now and is all around much improved though due to his lack of movement skill before entering melee range theres not much ability to poke with it. Secondly we can agree that his e damage is abysmal. It would require 6 snowballs to match the lvl 1 damage of his current e which means he needs to stay in range much longer and his enemies can also simply block all of the damage by standing behind minions. His e completely falls off after the first ap item due to his new e's abysmal ap ratio. That leaves his w which we currently have no info regarding distance/damage or the effective minimum roll to provide comparable damage to his current e. Worst case scenario using that 10 seconds of roll you mentioned would give his w 36 + .15 ap per second which means it would require 7 seconds just to do damage around what his current e does which is nearly unusable due to the distance hed have to travel in that time and how viisible he'd be. For cc it's alright because enemies need time to react but as a damage skill it's simply untenable. Not to mention that in 7 seconds nunu would basically be able to use his current e twice which makes his new w comparably even worse. (I know it does aoe damage vs single target but that is heavily mitigated by how easy it is to see coming and dodge). More reasonable case scenario It would start with 80% of the damage his current e does and after rolling for ~6 seconds would build up to the maximum mentioned in the tooltip, after which point it could roll another ~4 seconds.

SuperLuigiLXIV1 votes
  1. Nunu's not going to be an AP caster. If built AP as a jungler, he's going to be a more Graves-style jungler that rolls into lane relying on his laner's CC to close in and deliver big damage in an instant with his ludicrous AP ratio on his W.
  2. Welcome to reworks.
  3. His old ult was fantastic for what it was: a zoning tool that punished people who didn't respect it with a massive nuke at the end.
  4. Welcome to reworks.
  5. They can classify him as an assassin for all I care, he's got a vanguard's kit on his rework.
  6. You did not say ranged damage, you specifically said that the CC on his E was too short on top of having abysmal damage. You said nothing about range in #6.

You have to stop comparing new Nunu to old Nunu. They're not the same, they're not going to function the same way, and if you've been paying ANY attention, you'll know this has been an issue for literally every single champion rework. Even Warwick. And everybody loved Warwick's rework.

Beatrice falls2 votes

Issue#3 : His ult never was used to truly deal damage (unless it's the cheese full AP Nunu), but as a zoning ability to cut the field in half and force people to focus on cc'ing Nunu

Issue#4 : A champion doesn't need 50 dashes to be good

Issue #5 : He isn't a support

Issue #2 : He isn't a burst mage

JarodDempsey1 votes

AP nunu isnt cheese, people only think thatbecause he became so woefully antiquated, with this rework his kit improvements should work to fix that, same goes for being a support and burst mage. All of those were valid roles for nunu who then wasnt able to fill them simpoly because riot ignored him for so long, with this rework all of that should be fixed. Also i never suggested 50 dashes, I suggested 1 dash on a 14 second cooldown in addition to a 10% movement speed buff that relies completely on allies to activate and enemies to target.

ForFoxSakes1 votes

you can still AP stack to blow shit up. just dont miss.

you should get 500 chances to hit a monstrously damaging AP spell... looking at you Zoe

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