How are those Olaf changes considered a buff?
> Reckless Swing (E) AD ratio increased from 40% to 50% cooldown lowered from 12/11/10/9/8 to 11/10/9/8/7 Ragnarok (R) Attack damage increase during active "increased" from [40/70/100] to [15/20/25 + (30% of total AD)]. from "During this time, Olaf loses the passive portion of Ragnarok and gains 40/70/110 Attack Damage." to "During this time, Olaf loses the passive portion of Ragnarok and gains x Attack Damage (15/20/25 + 30% of his Total Attack Damage)."
I'm talking about that ragnarok "buff". Math just doesn't add up. The usual build on him is just
and, occasionally, if you are popping off early, it is
and then full tank. Or, if you are higher elo, then it's just straight up full tank(Spoilers: those players are fucked even worse and this build will no longer be even remotely viable).
So at level 6 with a finished Warrior enchant you get 42 bonus ad. Reasonable. You won't get it by level 6 and you will most likely rush Black Cleaver first but it's ok.
But then, you get lvl 11 and, if you had a good game, and already got both
and
it's 80 bonus ad.
And late game lvl 18, because you are not an idiot, you wouldn't go for more ad items and go full tank from this point. You get 93.5 ad.
We are talking about a champion who has 0 gapclosers here. His only speedboost in his kit is absolutely pathetic it lasts 1 second. You can't afford to go full ad. Enemy adc will kill you before your first axe lands on them if you do. And even then that first axe will get fully shielded by support. His role was a classic bruiser/juggernaut with no mobility skills and high base damages(so he can build tanky). And now he would need to go full ad to get even close to his current bonus ad which won't work in the current state of the game. That makes 0 sense.
You promised a buff for a champion who struggles with his ~46% winrate. Instead you decided to olaf him even harder. He never struggled early and his late is absolute garbage right now. And now you just want to make it all even worse?