Thresh in need of mechanical nerfs
Whether its normal queue or ranked, in almost every match hes either picked or banned because mechanically hes way too powerful. He is a cross between
and
with a grab mechanic and way too much engage power. However unlike the aforementioned two, he has everything in his kit. He also has free scaling both in Armor and Ability power that cost no gold, only time. While this means he has no base armor, it does means hes like the defensive version of veigar and nasus, though, in that its both AP and armor is absurd.
Then their is the weirdness of his auto attacks which are not ranged but have a ton of range on them and because they're not projectiles champions like braum and yasuo can't block them. Enough of my rant I suppose, let me propose some nerfs that aren't unreasonable and should make the support pick pool a bit more diverse than
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Consider all these changes to be independant of each other and should not be considered all part of one big nerf; pick one but not all of them.
Let me repeat the message...
Consider all these changes to be independant of each other and should not be considered all part of one big nerf; pick one but not all of them.
~~ His passive Damnation no longer gives ability power with each soul.
Comments: Considering he functions like
and
in that he has a infinitely scaling attribute giving both AP and armor is too much, either one or the other and armor will serve him better and AP is already taken :3. Also since his abilities, in particular his ult, have an AP ratio, free damage from consuming souls is pretty unfair.
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His Q Death Sentence_ Stun Duration reduced to 1.5 second 1 second and now the stun has to travel a minimum of 500 units to apply. Also that secondary effect Death Leap will now properly break the stun and allow the player to move away rather than just immobilize them. Mana cost increased to 80 mana 110 mana at all ranks, but refunds 55 mana on successful hit of enemy champion.
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Comments:_ This is a big one, his Q forces a defensive play on the part of the enemies in lane because he can spam it non-stop, with this change thresh now has to actually land the stun at long range instead of "face-stunning" players who are standing right next to him. it allows him to engage already so lowering the stun duration is reasonable because this move is an opener to the rest of his kit. The mana cost is increaed to encourage intelligent use of his Q and punish those who mindlessly spam it all day; it also rewards those who successfully land his Q on players. The Death Leap change is a bug that needs to be fixed.
~~ Dark Passage no longer can be used to consume souls that are out of range
Comments: His lantern is a defining skill of his and honestly its ok even if those escapes can be infuriating. The fact he can suck up souls with it is too useful, it allow him to safely gather souls from up to almost 1000 units away (950 cast range) and considering what those souls do its a tad unfair. Also I'd rather our friendly chain warden doesn't safely snowball 950 units away, and instead have to take risks like everyone else in lane; this mechanic makes him too safe.
~~ Thresh's Flay active effect no longer applies a slow effect
Comments: knockbacks/knockups/knockaround skills are basically stuns with movement thrown in. You cannot stop them from happening and in many cases these effects send you a long way out of position. Considering the utility of directional knockbacks from Flay that the player can choose where EVERY 9 SECONDS or 5 seconds with 40% cooldown reduction, having a 1 second slow tacked on to what is effectively a spammable AoE stun is a bit excessive.
~~ The Box is now an actual box, 4 sides not 5, and slow amount reduced to 80%.
Comments: a 99% slow is crazy you're moving at 1% movement speed you might as well be stunned (notice how thats a common theme in this post?), the reduction makes it so escape can plausible if you play your cards right, also the thing about 4 sides instead of 5 is a pet-peeve of mine because when have you EVER seen a box with 5 sides?
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Let me reiterate something I said earlier in the post:
Consider all these changes to be independant of each other and should not be considered all part of one big nerf; pick one but not all of them.
TL:DR There is no "too long didn't read", go away. Also:
Consider all these changes to be independant of each other and should not be considered all part of one big nerf; pick one but not all of them.
Thoughts? Comments?
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Thresh has to rely on another person to get himself souls and strength. That's a pretty damn big risk, placing his entire success or failure on someone else.
Nerfing a champion mechanically is rarely the right answer. Why nerf the skill it takes to play a champion?
's listed ability damages, slows, and even knocks up.
's slows and heavily damages, and easily turns a teamfight in the midgame.
's shields and gives free stats.