Why Juggernauts?
So i remember one day around when I'd first started playing league. They were nerfing some champ, I think it was either irelia or j4 (might've been mundo), and this was before FoN and HoG were removed. Anyways, someone in riot stated that they didn't want a champion to be able to build like a tank and be able to deal "tons of damage" at the same time, using that as the main reason for the champ nerfs.
In short, they didn't want "juggernauts" in their game.
Now, the game seems to be dominated in lower elos by said juggernauts, and even in upper silver and gold there are problems with them, namely with the loud tornado of justice himself,
.
Many games, it ends up boiling down to this:
- Does the enemy team have a garen ?
- Does your team have a garen?
- If both of the above, who gets black cleaver first?
- If there is a garen on the enemy team, does your team have enough hard cc and (hopefully) a
/
to actually hurt him late-game?
...
I will say that draft queues don't really have this problem as garen is always banned (unless someone is returning/new to the game or plans on autolocking him)
I feel like this should be addressed, since having a champion be able to build a single damage item (
) and then proceed to outdamage the fed 3-4 item adc, while having over 3.5 - 4k health and reasonable resistances ( at least 120+ each) seems a tad unreasonable. Especially since, with garen, if you're doing well and are able to carry your team, his ult-passive just means he can kill you that much easier with no reasonable counterplay other than "OH GOD RUN AWAY" (except you often cant if he has
). The biggest problem with him is that he doesn't follow the "rule" of juggernauts supposedly being slow (only one that DOES follow this "rule" is morde, so I'm looking at you too, skarner) because of his Q. **Perhaps removing the movement speed boost, but keeping the fact that it removes slows, **and perhaps lowering the silence duration by a tad to give his enemy more time to actually react when he does reach them. This, coupled with perhaps a 10-15% damage reduction to the spin (namely the number of ticks, as that is part of what makes it strong coupled with Villainy)
On the topic of
I have grown to love the new kit. However, seeing a fiora kill an end-game rammus in 3-4 hits with her passive seems a bit excessive.** Perhaps some nerfs to the true damage scaling on her passive could be in order,** or if we wanted to be extreme, make it do % current health true damage instead (that's likely far too drastic however).
I know this was a bit of a rant, but I do hope that riot looks for some changes to curb problems that are in places other than pro play.