Why does Volibear's passive have to have a 2-minute cooldown all game long?

darkdill··2 votes·745 views
Champion.gg - Volibear Jungle Stats, Builds, Runes, Masteries and Counters

I know Volibear is strong right now (see above), but let's just put aside his meta statistics for the moment.

When I look at Volibear's passive, I do find it to be strong, but the cooldown of it can be rather... unforgiving in late-game situations. 2 minutes in a late-game situation is a long time for him not being able to regenerate, especially when you look at how good Garen's is by that point. Early on, 2 minutes is totally fine, but late-game it leaves him with extended vulnerability.

If we get to a point where Volibear is a little weak, could a reduction to his passive's cooldown in late-game be considered?

10 Comments

The5lacker1 votes

Because he was designed ages ago and his passive is a mini Mundo Ult?

SangreDeNoche1 votes

{quoted}

Because he was designed ages ago and his passive is a mini Mundo Ult?

Mini doesn't mean op. We have tahm, garen, and warwick that have passive abilities that do more.

The5lacker1 votes

Because apparently all passive abilities that relate to healing must all be measured on the same scale.

Volibear's Passive allows him to win trades he otherwise wouldn't be able to, on top of the strengths of the rest of his kit. Abilities cannot ever be considered in isolation. Rather than just going "BUT THE END OF GAME HEALING NUMBERS!" consider what Voli's passive actually allows him to do. It's a hefty self-heal on a bruiser with a number of tools that allow him to get into the middle of fights and stay there, and his passive is a part of that. This is an entirely different ability from Garen's or Tahm's, which are more about patching up after skirmishes as opposed to sustaining within, and it's very different from Warwick's sustain which is dependent on him dealing damage, which can be stopped. It's, again, a mini Mundo Ult, granting Volibear unconditional high sustain whether he's in the middle of a fight or leaving it, allowing him to survive in places he should otherwise die. It's not an ability that should have any higher of an uptime than it currently does, and it's probably the most frustrating part of his kit, especially given the lack of communication to opponents about its status.

KoKoboto1 votes

Later on it also basically has 50% effectiveness because people are gonna have grevious wounds.

TyroneWatermelon1 votes

{quoted}

Later on it also basically has 50% effectiveness because people are gonna have grevious wounds.

65% effectiveness

Fear the Kayn1 votes

Should be longer early, and shorter late. Maybe 3 minutes early 1 minute late?

Rexxiee1 votes

volibear needs nerfs right now, not buffs.

darkdill1 votes

I know, but that's not relevant to this thought. If we wanted to balance it out, we could increase the early cooldown of his passive to, say, 3 minutes, but let it go down to 1 minute in late-game.

KoKoboto1 votes

[sg-miss-fortune]

LyingOnLine1 votes

% healing is more healing late than it is early

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