Galio Q Change Opinion/Discussion of Changes

Galiö·1/29/2020, 7:35:34 PM·3 votes·1,710 views

Hey guys and gals,

Although I meme on the changes via discord/twitter and the changes arent really a direction i would have went for, it's not an unhealthy direction but I also dont think it's incredibly helpful except for outlier situations (lockdown team against large health enemy).

I will add some damage to cannon minions and melee minions while being relatively negligible against caster minions.

Against champions with 2K+ health the damage starts to be an alright increase as long as you can keep them within the tornado for that extra .5 seconds.

(Which it is already hard to keep champion within the LIVE 1.5 second duration).

Galio on his own cannot lock down an enemy for that entire duration unless he gets a full W and E perfectly timed towards the end of the taunt.

Again I do not think this is a bad change, because it will help with more durable creeps and monsters (which was increased to a 200 damage cap)

But it is a very conservative buff. I think its possible that it can be pushed to 10% Health Base damage over 2 seconds > 6% Health Base damage over 1.5 as it is live

Instead of the 8% over 2 seconds as on PBE and still be good buff without being oppressive (compared to champions like Orrn who has lower CD, more incentive to buy CDR/Tank and higher dmg)

I appreciate the direction cause it helps both tank and AP galio players without forcing one way or the other but can be pushed further imo.

3 Comments

boricCentaur11/29/2020, 7:39:28 PM2 votes

Personally I would like galio to lose some ap scaling and add MR scaling to it.

But the changes help a small bit

Galiö2/6/2020, 5:02:39 PM2 votes

Still think the 10% Max Health (2.5% per tick) base would have be a nice improvement.

I'm really noticing very few situations where is helpful but synergizes 'ok' with Liandries