Why do people complain Lee sin is op?
46% win rate WAIT hold your downvotes. Some of you might say high skill cap but Lee sins with 150+ games barely have a 50% winrate
This applies to plat+
46% win rate WAIT hold your downvotes. Some of you might say high skill cap but Lee sins with 150+ games barely have a 50% winrate
This applies to plat+
Play percentage comes in as a factor.
High Skill cap + 21.53% playrate pretty much means he should have a lower winrate.
I don't think he's overpowered atm (for once in a good while tbh) but he's still irritating depending on what teammates and enemies you get.
The boards also hate Lee Sin (for a good enough reason imo) so, there's that factor.
I've been matched against plats/diamonds recently (don't ask me why I'm definitely not good enough for that shiz) and let me tell you he is a bich to deal with considering my main junglers are
and
. These Lee's aren't the same as the bronze/silver Lee's I'm used to dealing with xD
On a side note: Despite how annoying he is I really don't view him as op. He has the potential of carrying a game, but you need a respectable amount of skill to pull it off in these higher elos
he has a lot of annoying mobility... and also the boards hate anything that challenges their current circlejerk
Always the same question: Too much damage, too many tools, his ult is just straight up broken. I would be fine with him if he actually NEEDED to be particularly good with his tools, but as things are right now he's got too much hidden power for the actual power of his kit.
What I actually ask of riot isn't much just some of these: remove the first stun from his ult and also lower a bit the displacement, give him some form of sustain that isnt free lifesteal + spellvamp, nerf either the base damage or the scaling of his ult, nerf his first and second q base damage while buffing a bit the %missing health on the second one.
Right now if you wat to be good on Lee Sin you need to know how to play around your Q (so pretty much know how to either land a skillshot in melee range and give some aa + skill + aa + ult before pressing it again, or to use your q as an engage then fight the enemy a bit and ult them when the q cd is up and follow, not so hard) and how to use your dash on wards/allies (so smartcast it and you will never miss). Your ult should be a disruption tool to ensure your full combo and dish out some good damage but right now it's just a fuck you button which wins a trade for free or ensures and escape with no counterplay and high nuking potential (one of the strongest ults in the game by sheer damage and utility, other strong ults usually have some conditioning to them to either be used or at least deal the full damage, his ult just need you to stay in the range). What do you pay for this power?: 20 games, 30 if you suck and 50 if you have just no hope and can't land a skillshot on a still target in melee range. You don't need 150 games to learn lee, you need 50 in the worst case and his performance is still pretty good even before that if you're not braindead (remember that there are a lot of people that after one year of playing still tower dive 1 vs 3 alone at level 1, those players only play flashy champs for the flashyness and will never do anything good with them, they are the ones who bring lee's winrate under 50%). His winrate in plat+ is not so high since people tend to actually look at the map so they usually pressure something else when he's near a lane. But that is not enough counterplay: Nocturne can ult you from more than 3000 units (seem op right?) but you can still flash his ult and make his engage go to waste if he's got no support from the laners, on the other hand lee can just come bot and get a double by himself since once he catches you, his low cd and high damage will not let you get away before you're dead, even when you're a tank.
What can be done to balance lee out?
I'm not asking to nerf his mobility, it's useless since riot won't do it (too flashy to remove and also I gotta admit lee does seem incredibly fu nto play thanks to the number of plays he can pull), but they can at least balance the rest right?. I explained what every "nerf" (read rebalance) will "affect" (balance) and most of them actually won't be felt by good lee players, with what I am suggesting lee might become even stronger:
If someone wants to ask: why do they feel like just nerfs? Because lee is balancing them out with almost unlimited resources, low cd, high damage and outplay potential. His kit it's not toxic per se, but the way it works is toxic right now, there is a reason why we see lee in competitive pro play so much, and that's because they actually tend to play the best champs they can fit into a comp, and lee fits every comp since he can solo carry, can tank, can pressure everywhere easily and can do so since early in the game, he's also good at dueling and won't lose to ranged thanks to his mobility, also lee does not fall off late game, it feels like he does sicne he start to build tanky, but an assassin lee doesn't fall and instead snowballs far heavyer than a vayne/twitch/kog easily killing an enemy with a q + q + ult combo with no thunderlord (this combo can deal 170 + 180 + 180 + 170 + 800 + 400 with only 200 bonus ad which is 1900 in raw damage and can be done at level 16, it's enough to kill ANY carry since most of them have less than 2000 max hp even at level 18 and I didn't account for the extra 8% missing health damage in).