@Meddler The Juggernaut update needs to be finished someday (possibly soon)
I'm not talking about Skarner being forced in there. I'm talking about the things that were NOT done. #Stat binding: items Riot stated they wanted to bind Juggernauts (and I suppose in a lesser way other fighters too?) to HP while tanks were bound to resistances, so that they had their own items they could be balanced around (although there will obviously always be an overlap). But this has not been done.
have the same stats, when one is for Juggernauts and the other is for tanks. It should be, indicatively:
Dead man's plate
500 health -> 650 health
50 armor -> 40 armor
Sunfire cape
500 health -> 400 health
50 armor -> 60 armor
is abused by squishies (Ez) and "tank builds" on squishies (Ekko), and when the armor scaling was higher it was also overbearing on Rammus and Malphite. Solution: bind its damage to armor rather than the slow, but mainly to base armor which is higher on tanks but doesn't hyperscale like bonus armor. Also, this makes the tank side of the resistance / hp statbinding.
Iceborn gauntlet
Icy zone size ratio: 55% bonus armor -> 30% bonus armor + 35% bonus mr (this is because there aren't strong mr steroids, making the utility stronger for the average tank without making edge cases too strong)
Spellblade damage ratio: 100% base ad -> 100% base armor. Additional 15% bonus armor on the initial target.
Should all give % base AD like
since they're supposed to be Juggernaut items. If
overlaps with
(but it shouldn't given the difference in DPS and armor) we just take away
from it.
Jaurim's Fist
15 ad -> highest value of 10 AD and 10% base AD (so that you don't feel too bad about buying it at lvl 7)
Frozen Mallet
40 AD ->highest of 30 AD and +25% base AD
Recipe: Jaurim's Fist + Ruby Crystal + Pickaxe ->
+
Combine cost: 625g -> 600g
Total cost: 3100g -> 3000g
Titanic Hydra
35 AD -> highest of 30 AD and +25% base AD
Passive CLEAVE: removed
Active CRESCENT: cooldown 20 seconds -> 3 seconds
(This removes the binding to attack speed, while giving frequent autoattack resets so as not to be afraid of losing dps by going past an attack speed cap as in the case it lost the active and instead gained a cooldown on the passive).
With these changes,
becomes absolutely disgusting if you pile up all the Jaurimos. So now that we've specialised
for tanks, we can move
more on the offensive side.
Trinity Force
Spellblade ratio: 200% base AD -> 150% base AD + 25% bonus AD.
#Stat binding: champion kits
That's not enough. We need all Juggernaut kits to be specialised enough to have those stats ALWAY be more interesting to them than anyone else.
AD/level growth
have all 5.
have 4.5. Because of his Q,
is much lower at 3.5, but I think it could afford to be a bit higher e.g. 3.8. Yorick definitely doesn't have lategame overbearingness problems (it's his laning phase that people hate) and he's a Juggernaut: he should also go from 3.5 to 4.5.
is low at 3 but he's unstoppable lategame, if he ever ends up weak that's a point where he can be buffed to bring him up to par with his peers. To sum up:
3.5 AD/lvl -> 3.8 AD/lvl
3.5 AD/lvl -> 4.5 AD/lvl
Defensive steroids and base resistances
This was done on
with his W giving now flat resistances so that you need less of them in your build; it needs to be done on the others too: steroids must encourage buying HP rather than resistances, and base stats must include the resistances needed to make the HP worth buying.
R: 300/450/600 bonus health -> either a damage reduction ult à la Alistar, or a %bonus HP increase (25/30/35% bonus hp?)
has the third highest base HP in the game. It needs to go down in exchange for higher armor (and maybe some shield during his passive?), so that he can feel better about buying mainly HP items. Other Juggernauts are correctly much lower on the scale, maybe
and
should go a bit lower too though.
has 20 base armor, 5 less than Nasus who's supposed to have a shitty early game. Given he has a 3.75 armor scaling already (above average), I'd just give him that base increase 20 -> 25 base armor, as well as 325 -> 330 MS to reach his targets better. Also:
R: enemy champion ghost's AD = 100% of victim's AD + 100% of Mordekaiser's bonus AD 100% of victim's AD + 40% of Mordekaiser's total AD; stats gained by Morde = 25% of their bonus health -> 25% of their resistances.
is pretty fine actually, theorycrafting-wise.
needs a bit more usability lategame when everyone kites him.
Range 125 -> 150.
E (Omen of famine) scaling 100% bonus AD 50% total AD for damage, 40% bonus AD 25% total AD for healing.
This was my batch of proposed changes to make Juggernauts more consistent, balanceable, and have their items be less abusable. Tell me wat you think about it :D