@Meddler: Garen buffs and Tweaks
- even out his critical strike damage
right now, the difference between a critical strike on decisive strike and and regular damage is gigantic, especially when it comes to taking down a squishy target. whilew its fun to watch the health bar of an ad carry melt with a single q, its far from reliable since more than the 15% crit chance from a ghostblade and maybe 20% from i.e. is not in the cards for him.
so it would be nice if you guys gave him the ashe treatment and applied the same formula to his spells, to make the bonus damage from crit easier to work with. the bonus he gains from crit would probably have to be slightly increased because of the possible burst hes missing out on, which can make the difference between a kill and an enemy surviving.
- allow him to ult large and epic monsters for a maximum of 1k damage.
this is not my idea, but one i quite like for multiple reasons. first of all, its a straight buff to his team utility, without touching his power in lane. it gives a team simply more of a reason to want a garen on their side for objective control. his ult cooldown even on rank 3 with 40% cdr is very valuable for him (and compared to chogath feast still rather lengthy). so it can be a difficult decision if you want to spend it to secure that dragon/baron, or save it for that teamfight with the enemy team looming nearby and trying to challenge your team for it.
- give his ult an indicator, to when the execute will kill the target. similar to chogath ult indicator.
due to its dependency on missing health, and enemy magic resistance, garens ult damage is incredibly difficult to estimate on the spot. it really mostly comes down to guesswork and a lot of experience to hit that sweet spot where the ult is actually killing the target. since this change would make it more reliable and could be considered a straight buff, to make it balanced the indicator should probably be visible to the enemy aswell.
- some possible buffs to hit lategame
these are just some areas he could be improved if he ever is about to recieve buffs at some point.
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remove the self slow on his rank 5 spin. this was a mechanic originally added to play a role in the early lane phase, to prevent garen from kiting and chasing through minions too easily. problem is, it messes with him throughout the entire game. especially in teamfights down the lane, or jungle chases it happens too easily to scratch a minion and have people walk out of the spin. by the time he has 5 points in his e, the major part of the lane phase should already be over. so it would make sense to remove that effect upon hitting rank 5.
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improve his crit scaling. right now he profits from about 60% of the stat. one possibility to increase the bonus he gains from building crit would be to apply the crit damage as an extra damage tick on his spin. meaning, instead of just increasing the damage of the individual spin tick when it crits, the extra damage would be applied as a seperate damage tick. this wouldnt change anything for the total damage he deals. but it would cause an extra cleaver stack to be applied. meaning building crit would cause garen to stack the cleaver passive much faster. so building crit would be more rewarding, as it directly translates to shredding your opponents armor quicker witha cleaver.
thats all i got for ideas. i dont think he needs fundamental changes to his kit. just a couple possible tweaks and the thing to ult jungle monsters would help him out a lot.