Immobile Melees/Juggernauts need more power to compensate for immobility.
Hi all as you know, juggs are having a hard time dealing with all the mobiliiy and CC in the game. So I was thinking that maybe it's time to discuss how they what they need in general in order for them to become balanced.
First of all. I don't mind if some Juggs only have damage and durability as long as they can do their job right and carry.
and
are examples of carry juggs, who force the enemy team to choice between them or the juggs team, becoming off-tanks for the team.
The problem lies in the fact that with mobility and CC creep they have a hard time unless their own team can CC a target for them to pick out and kill. Many divers have do what juggs and go but have mobility on top. Darkin Kayn for example. has insane sustain and can become relatively tanky, making him a deadly bruister that kills along as their is blood to spill and run form the body of his victims, no caring where it flows, only that it flows. Also, many "frail" champions have too many thinks that increases their survivability, making them much harder to kill them that they are supposed to be.
All of this has made juggs not as viable when tanks are also stealing their thunder of having high damage. although they need to have high base damage to deal respectable damage as they are need it because they don't normally get a hybrid or bruiser item. It's that they have good scaling of their HP and resistances which makes them very strong.
So what could be the solution to the problem? Well in my opinion it's that juggs need slightly more base stats and more power in their kit, maybe even some baseline tenacity to help counter all the CC in the game. But in terms of power, I was thinking that some juggs should have abilities in their kit, such as more CC, actions or other things to make them powerful and make up for their lack of mobility. League as progressed enough for immobile champs to have rather overloaded kits (but not too overloaded). load more abilities to counter Mobility and CC or addition abilities and effects.
Anyways I just wanted to give my two cents on the jugg issue.
supports do too much to protect adcs. nothing is complained about how they protect mages or tanks or fighters