Just want to point out, that Ornn's got 3 passives.
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I only saw 2, and it's technically 1, because one is for himself while the other is a lesser version of the first one and is for his teammates.
He's got his upgrade and his global shop and his Brittle auto attacks on his W.
He's got his upgrade and his global shop and his Brittle auto attacks on his W.
The last one is just a secondary and conditional effect from one of his spells, you can't just say any proc'ing and on-hits in the kit are "passives". If that's the case then most champs have double or triple passives so it's not like it matters anyway.
you can't just say any proc'ing and on-hits in the kit are "passives"
No, you very much can say that they are "passives" because they're effects which are ones which occur passively, or regardless of the players' intent to activate them. They are by definition passive effects. Hell, i'm not going to say all passives are appropriately labeled, after all Azir's still got his "passive".
Just because you don't see them as core to the kit, doesn't mean they're not passives and doesn't mean that they don't provide extra, uncompensated power, to the kit.
I don't mind passives like Shen's E energy, because it's used to complete his kit. Without it, his kit is incapable of functioning. What i do mind, is when a champion is given passives which exist only exist as a mechanism to increase the power of the champion, and not as a integral part of the kit. Stupid raw power passives, like yasuo double crit, darius AD enrage and armor pen, ekko's E passive, Mundo's New E passive. Which have no real necessity in the champion's kit.
No, you very much can say that they are "passives" because they're effects which are ones which occur passively, or regardless of the players' intent to activate them.
Just because you don't seem them as core to the kit, doesn't mean they're not passives and doesn't mean that they don't provide extra, uncompensated power, to the kit.
I don't mind passives like Shen's E energy, because it's used to complete his kit. Without it, his kit is incapable of functioning. What i do mind, is when a champion is given passives which exist only exist as a mechanism to increase the power of the champion, and not as a integral part of the kit. Stupid raw power passives, like yasuo double crit, darius AD enrage and armor pen, ekko's E passive, Mundo's New E passive. Which have no real necessity in the champion's kit.
Idk, if I were to make that argument, I would just say a champ is "overloaded" with stuff they clearly don't need and is just there to give them random power for no reason, rather than having "too many passives".
That said, this guy hasn't really been out, it's really hard to say if he's actually overloaded or not. We can have this discussion once he's released and people actually played him for a week or 2.
Mechanically his kit is rounded to the point of not needing these kinds of mechanics. Though really, i'd argue that these mechanics would just be good to have on basically any champion, the kind of thing you might want to get from an item.
When you start stacking passives onto a champion, no matter what the resulting balance of the champion is, the more of the champion's power is managed by the game and not the player. Meaning it requires less player reasoning to successfully, and optimally, utilize the champion's mechanics. Now you can overpower (within the kit's power distribution) some of these skills to make it unnecessary for players to think beyond their key abilities, but that's not to say that the player doesn't then need to consider how, when, and if they use them.
The most middle ground you could probably get between "passive" and "active" is probably something like TF's E damage. Where it's a personal buff, without a timer, giving the ability to the player to manage its use similar to an active ability.
The game limits champions to only 4 active skills (excluding items) at any given time. This is a core fundamental design of the game. What riot is doing is taking advantage of the fact that the game's mechanics weren't designed to restrict multiple passives, rather than working within the scope of design which builds upon the 4 active, 1 passive, 6 item design. If they want this many mechanics on a single champion, then they should just go full RPG hotbar system.
Brittle is a new effect. It's like charm or any other cc. It probably will be used more often in the future like Ground effect on Cass and Singed
