Garen E rework idea
thought this over for a couple days, figured I could post it for yuks. idea is to keep Garen as the same spin-man he is now but give him more decision making and make his spin a more complex ability that still has a low skill floor. Right now, because Garen is only able to do one thing, his spin is put in a very 'stat-check' state of existence, where he either kills you in the duration of his E or he probably gets fucked up when he fails. i try to address this by giving it more flexibility, so he can choose if he wants the faster spin-burst, or if he wants to go for a more sustained fight that gives enemies more time to disengage him but will more often net him kills if he's allowed to do his thing.
so here it is
- Judgment is now 1 spin per button press, now operates on a charge/stack system with a cap of X spins (let's just say 5 for now)
- Multiple Judgment spins can be queued to all go off one after the other (like it does currently, for one continuous attack); The first spin has a brief delay, but any spins queued after will not
- Resets Garen's AA animation (so that he can weave quickly without needing high attack speed)
- can still crit
for an example of what I mean, Garen could now choose to do AA-E-AA-E and so on, for much stronger damage but over a longer period of time, and each AA-E means that E will have the delayed attack, again. Whereas, something like Q-Ex3 will do a lot more damage in a short window, at the cost of losing some dueling power as he burns through several charges at once and won't be as powerful until he gets them back.
there are 2 things i want to emphasize with this; a low skill-floor with a moderate skill cap (the ability is easy to understand for beginners, but allows you the opportunity to grow as a player) and choice. There's a conscious, constant decision to make with Judgment now, in how many spins do you want to use up front vs if you want to space them out or do any mix in between; are you confident enough in your burst damage that you want to bet all your E stacks in a bid to take someone out quick, or do you want to take the time to weave in your AAs to make sure they die, at the expense of giving them more time to get you off of them? my biggest concern is turning him into a
monster, but i think that can be worked out somehow
i haven't really thought about what i'd do with the rest of his kit, but this was something i liked enough to want to share. if you feel like this doesn't fulfill the low skillfloor goal, doesn't sound like it gives you enough choice, or if you just don't like it, let me know why, i'd like to discuss it