Why does riot intentionally avoid the problematic parts of champions kits to jab at the better half?

Limid·1/10/2018, 7:16:07 PM·1 votes·390 views

Its something that crept on my mind gradually as I've played, the most recent being with Ornn's W, we as the community have been complaining about his damage/brittle. Riot's response is to take out the skill expression of it being unstoppable instead of further taking away some of its % health damage, and i'm just sitting her hoping to god they don't gut the other cool and skill heavy parts of his kit just to keep it so that he does more damage then the mid laner at the end of the game. Note I LOVE Ornn i love the feel to him his playstyle everything hes a pretty well designed Champ, but he was over buffed at release taking away his previous faults that balanced out his damage. I just hope that we can keep other skill based abilitys interactive and capable of being mastered to be used at there max capability, instead of just taking parts of them away to keep damage. These are just my thoughts but i'd love to hear from you guys to.

(Just to prevent any Ornn/tank haters to gang up on this post just because i said i like tanks. I believe that Tanks are in a whole do WAY to much damage right now and are over tuned to hell, i believe in riot to balance the game out of the gross state its in now. I know they can.)

4 Comments

Verxint1/10/2018, 7:22:05 PM1 votes

It does baffle me that they didn't try reducing the brittle debuff duration first. That thing is what, 8 seconds long?

xelaker1/10/2018, 8:11:35 PM1 votes

I was hoping they would reduce the brittle duration and maybe take off the shield, or lower the shield amount. It sucks trying to fight him since he can get the shield back at least twice in a average kerfuffle

Whisper871/10/2018, 9:18:08 PM1 votes

When you start toying with damage output, it becomes way too easy for things to become bad. Just look at the Zoe nerfs they rolled out, not a damage decrease, just more outplayable.

It's what I've been saying for years. Damage ratios only need to be altered when they are like holy crap out of this world broken (I'm looking at Galio Q damage after his changes), or when they mess with a champion's identity (like when Heimerdinger builds ZZrot and Banner instead of AP and somehow deals decent damage to champions).

What you do is open up windows to outplay those strong abilities so they can be outskilled. Zoe poking you too hard? Well her poke is easier to dodge now and you can catch her more easily when she R forward to pop you. Orianna ult feels too good? Put range indicator on it so you don't risk not flashing it. Corki Q too much burst? Don't nerf it, make it a skill shot.

Riot should look into these kinds of nerfs/buffs 90% of the time and only adjust base numbers and ratios in extreme cases.