Galio Rework: Predictions/Hopes/Ideas GO!
(sorry in advance if there is a big thread for this already, or if this is suppose to go somewhere else)
Okay, so I got bored and started meandering through some older news posts after having been away from league for a while and I come to find out that Galio is going to be getting a rework on par with or even bigger than Yorick and the other big updates. So now I just have all these ideas going through my head about how they could emphasize the gargoyle identity, the mage/tank deal, and of course keep parts of his kit that have just become iconic in one way or another.
So lets go ahead and toss out some ideas of what we'd like Galio to improve in, what we'd like kept etc.
Personally I feel like Galio's ult embodies the gargoyle theme well, as well as his league fantasy theme of specifically absorbing magic. Everything else other than his passive seems to just be tacked on to help him fill a role though, and is confused on which one to be: tank, mage, hybrid built, support? who knows. I've seen him work effectively as a support and a mid lane mage, but his tank role seems to be a little lack luster in the current game. I'd like to point out some of the issues I think he has in parts of his kits and what I'd recommend myself:
Passive - it needs work. It may not seem so, but it's busted. Gaining damage for stacking resistances is just a hard thing to balance when it's just a straight up conversion like this, it's either far too overpowering, or it goes unnoticed completely. I want this to work for a similar purpose, but in a way that has windows of opportunity for Galio, his allies, and the enemy.
Q - It's basic, effective, but doesn't really fit with his theme, and isn't very fun or interactive. Not a huge deal, but could be better
W - Bulwark is actually great. It's a nice tanky utility that his kit needs to maintain one way or another. The flat resistances might do better being tuned another way so they don't suffer the OP or UP issue. The heal on this is a little confusing though, why does it heal him even if put on an ally? The heal can be put to better use on the targeted ally.
E - the gust is a little meh like the Q. and it just doesn't make sense in the kit other than I guess he blew magic wind with his wings? It's a decent support tool, and allows some method for him to attempt an engage, but it's just not good enough in my opinion, and thematically could be better as a completely different ability.
R - I've already stated that I think this is the best part of the kit, however, it's also frustrating for enemies who can't really do anything but waste an item slot for QSS, which then makes the Galio player feel worthless. So if the power of this were to remain in tact we have to keep the rest of the kit relatively bland, or have lots of telegraphing and other forms of counter play to make the character over all fair. Personally I'd like to make the rest of the kit better, and the ult a little more conditional so it's weaker on it's own but amazing when set up.
My suggested kit would be something like this:
Passive - Runic Skin is now a large Spell Damage Shield that activates when he is damaged by an ability. Only mitigates damage from spell casts - of any damage type. It scales with levels and MR, and it quickly decays over a period of time. Rather than having a basic cool down, this passive has individual smaller cooldowns for rune stacks that reach a max of 5, and act as divisions of the shield, but the passive only procs for Galio when all 5 stacks are gained. This will interact with my idea for his new W.
Reasoning: I'd like the Passive to be this way to keep him in the anti-mage slot, and lets him scale on MR still, but also lets him branch his effectiveness to burst in general. It's got room to play around if you just wait to land an combo, which keeps it healthy, and it can help him in a solo lane top or mid. The main purpose, however, is to help him tank in teamfights without it all just being pure MR or Armor stats.
Q - This would now be a Paralyzing Gaze that channels for a short time in a direction, dealing minor damage as a sort of eye-laser beam that has a ramping slow on them that can eventually become a stun if kept on an enemies for the full duration. Would channel similar to Tarics current Dazzle or Lucian ult where you can move with it, but are locked towards a direction. Would also have an effect similar to Vlads new tides of blood where you can hide from this abilities' effects behind minions, as well as walls.
Reasoning: I feel like this, again, allows interactive play due to the channel and ability to hide from it, it fits his sentinel part of his theme, and could possibly be used as wave clear if building magic damage in mid. The effect of being able to hide from the gaze behind walls and minions also forces the galio to get more in the face of the opponent to get more effectiveness from this.
W - Basically still a shielding ability of sorts, but can work for an entire team now. It's an AOE around Galio that gives available runes from his passive to allies prioritized by how low on health they are (flat, not percentage, so it's more likely to focus your teams squishies even if a tank is lower on health percentage wise). This basically allows him to share a portion of his overall shield from his passive (only 1 rune per ally), but the decay duration is much slower and a percentage of blocked damage is converted into health. This is only castable when Galio has Runes from his passive, and if Galio is the only one affected by this ability, he still only consumes and uses 1 rune from his Runic Skin passive.
Reasoning: I really like bulwark and it's concept of healing from damage, but it's flat defensive stats are a bit much. I also wanted a trade off for Galio so I tied it with his massive passive shield. This makes it so that a solo Galio can still occasionally absorb burst to help sustain, but a Support Galio can share a bit of that shield with an ally, and help them sustain as well. The overall concept is teamfights for him though, and with that in mind I would have this work best when he has 5 rune stacks enters a fight, sharing the runes of his passive across the entire team, and letting them heal from it. As for why there is less control on who gets the shield(s) if galio doesn't have full rune stacks - that has to do with making sure the character remains more accessible like Sona, and keeps this spell as useful to a team as possible, rather than who you might be Qing with, and just spamming this ability on a tank or bruiser. It's a saver ability, not a "make this brawler even more annoying" button, and requires more thought and timing on the Galio players part as such.
E - This is the part that I really wanted to change from original Galio. The gust thing just didn't help him close in well enough, and so this is a gap closer of sorts. I know I can hear the "Mobility creep" cries now, but hear me out, it's conditional. This ability, when cast in a open direction or towards a champ, is a short range hop forward that if landed on a champ pulls them a very small distance backward (think Kleds teeny tiny pull). However, if this ability is cast on a wall he climbs atop it, and perches on the wall - making him able to hide if fog of war btw. While perched on the wall he can cast his Q and W. The Q can now be controlled like velkoz' beam, allowing him to hop on a wall and beam someone into a stun more effectively, and he can cast W from relative safety for a while. After a period of time Galio is revealed through Fog of War, and can recast the ability a much larger distance where he can fly-leap and upon landing creating a growing zone that buffs ally AP and AD. Eventually the zone gets slightly bigger than his current taunt circle (you'll see why)
Reasoning: The biggest reason for this desired change is I WANT THE GARGOYLE TO FLY DANGIT! Plus as a character who has an amazing teamfight ult he has no good way of positioning himself for it, this is the perfect, thematic fitting, fun way of making that happen. In it's basic ground form it's useful when a fight has already started for pulling someone out, but when perched it's a great engaging method- however telegraphing through the reveal and probably sound queues are a must, and a visual of his leap distance similar to Xerath's ult would help too. This ability also makes his kit feel like it's all meant to work together too, and is the biggest play on his Gargoyle theme in my opinion.
R - Finally we have the ult, which would work more or less the same, but nerfed in a few ways. First off, the circle of the taunt would be very small, and the mitigation would be taken off. If he lands in the zone created by his E, the entire zone is affected by the taunt instead.
Reasoning: I know this sounds like a massive nerf, and it is, but with good reason. With all the other tools in his kit, this version of galio wouldn't have to depend on his ult to be useful, his passive and W alone allows him to always be able to meaningfully contribute to the team throughout the game regardless of him being ahead or not. His Q gives him some good, but unreliable cc, while his ground E gives him more reliable, but riskier CC. When Perched he can make some great plays and set up for a Galio ult potentially better than the one on live, but with the requirement of setting up his W how he wants for protection of his team or himself while taunting, and he needs to land in a good spot to let his zone grow for a bigger taunt. Also, using the R by itself is still a long taunt, and you're a melee character so you're bound to be in the thick of it, so enemies immediately near you should still beware regardless.
If anyone ends up reading this, tell me what you think, post some critique, and/or post your own ideas!
an anti-ap champ or anti-mage.