The olaf changes we need but not the ones we deserve right now.
Notice that none of the below changes in the cross post im about to use modify olaf's playpattern. they are purely value and counterplay based (mostly focusing on the laning phase) in other words players will still be left with the jittery scitso unfun (when compared to old olaf) play pattern we have now. While we deserve a full rework i think these changes are the ones we need right now to make him playable and fair. Im the gordon to riots batman (but not really just felt like it was a cool title)
Note* this post is addressed to smashgizmo the red in charge of the olaf rework TLDR (read for details and dont complain when u dont understand the actual in game effect read if you want to contribute i will not respond to things which i clarified in the post) E-now applies all on hit effects Q-turn it into either a excellent siege tool or a excellent catching tool because not reaching your opponents is frustrating
If you have the time i would like to share some olaf changes that are super in line with your core concepts and for that matter are similar to your renekton changes to a certain degree. If you do not feel comfortable responding on this thread i would greatly urge you (and would appreciate) making a dedicated olaf thread (which might be a shitstorm of snide remarks, hashinshin fanboys, and people who are probably unhappy with a long wait for olaf changes i still feel like it would greatly benefit both the community and the game in the long run and would respect you to try to uphold such a challenge)
I think we can all agree olaf leaves something to be desired when team fighting comes around... so these changes would be targeted at
A) letting him either catch people or do more damage from range because at the moment he has neither compared to pre rework
B) modifying he E power curve through various means to reduce toxicity vs melee champions in the laning phase and increase its effectiveness and utility as the game scales as well as amplifying his core theme as a sustain tank
C) giving olaf a clear role without returning him to raidboss status of s2/s3
1st of all i would like to give my most controversial change
E) increase the cooldown at early levels and increase the cost back to 40 percent of the damage value. In exchange olaf's E now applies all on hit effects, most importantly, minion agro and lifesteal. With this change you will accomplish three things. 1) change the abilities scaling so it is drastically less effective in lane (where honestly its the biggest problem) toward late game 2) create an incentive for damage builds and make them feel satisfying for the olaf player (another area where hes kind of wanting) 3) return a old interaction between w and e as well as adding counterplay and stressing the importance of w as a long cd meaningful trading tool throughout the game (clarity) as well as solidifying and placing more importance on his sustain tank thematic
In my mind there is no downside to the above change. ive tried to look at it objectively from all angles and through both a player lens as well as riots balance team lens. I think this is a rather stale area in olaf's kit with alot of opportunity for tuning or balance tools to be added in a similar way to renekton.
Second of all i would like to say that while the nerf to q from a 54% slow to a 45% slow may have been justified (olaf was very strong in the karma sivir medallion meta) many of the things that made olaf a strong competitive pick have now been eliminated, and the game is more offensively inclined than every before (dragon buffs as a whole and baron removal of regen)
In this regard as a designer i feel you have options on what to do with his q.
From my perspective his q is bogged down by two different design goals. -olafs q power should come from its poke and ranged damage as well as vision -olafs q power should come from its slow and ability to catch opponents
You should probably explore one of these and not both at the same time!!!
As a designer you went out of your way to demonstrate that q would be alot less of a poke tool. Even though removing ad from W was more targeting this position in the rework, you decided to take ten damage off of q at all levels. your goal here seems to be absolutely clear that his q doesn't have its power loaded into poke.
While this may be fine the nerf to olafs q slow seems to be targeted at what the community and the pro scene sees as problematic inside of his kit. When olaf can catch people he is an overwhelming champion......So the balance team nerfed his slow leaving an immensely unsatisfying olaf to play
Because of the above results of his changes i think you have two options to change olaf either increase his q as a ranged wave clear and poke tool (increase ad ratio base damage ect and remove some of the slow) or stick to your original guns and shave the fat off this multi purpose tool so olaf can catch people when he needs to (increase the cd when he doesnt pick up. lower base damage ect)
Im counting on you man!!!! thanks for your time in advance