[{quoted}](name=Painted Celt,realm=NA,application-id=3ErqAdtq,discussion-id=HEgxyhdb,comment-id=00040001,timestamp=2017-11-03T16:19:58.586+0000)
True enough and good post. By the way, as "Critmaster Garen" what do you think about the current juggernaut itemization?
Both Juggernauts and Marksmen are supposed to be carry classes whose primary role is to deal damage, and their main difference is their method of surviving in fights (tankiness versus range/kiting). In my opinion, a Juggernaut's tankiness should be an equal exchange for a Marksmen's range advantage, while the two classes should offer virtually identical lategame damage output assuming they are both able to reach their target for the same duration (obviously, range offers an advantage to accessing targets). It feels like a full-built Juggernaut deals considerably lower DPS than a full-built Marksmen due to the way that multiplicative scaling AD items work out when considering that a Juggernaut is intended to build roughly 50% defensive itemization. That doesn't seem right to me.
Juggernauts are supposed to use base/total AD scaling to separate their itemization from Marksmen. Crit itself scales with total AD, yet Juggernauts don't typically use crit items, and their crit itemization has been slowly removed from the game (Aatma's removal + Trinity Force loss of crit). Even Garen, who has both an auto-attack reset and crit-scaling on his E, does not build any crit in his meta build. I think that we need to bring back Juggernaut crit itemization, add more crit-scaling abilities like Garen's E to Juggernaut kits, and shift around the stats of Marksmen and Juggernauts to allow clearly defined distinct pools of appealing crit items for both classes.
In my opinion, the differences between the classes base stats should be emphasized:
Juggernauts = MUCH higher base AD scaling, considerably lower base attack speed scaling, MUCH higher base health scaling, not ranged
Marksmen = MUCH lower base AD scaling, considerably higher base attack speed scaling, ranged
Juggernauts should scale poorly with attack speed items due to extremely low base attack speed, however, they should have insanely high base-AD and should have access to auto-attack resets like
item active effects, Garen/Trundle/Yorick Q, and crit-scaling abilities like Garen E.
Juggernauts should be encouraged to itemize crit without any attack speed, while Marksmen should need to build attack speed combined with crit to keep up with Juggernaut DPS. This should mean that Juggernauts get to build defensively with item slots not used on attack speed, while Marksmen should need to use all of their slots on damage items as a fair trade-off for them being ranged.
A Juggernaut with:
Should deal the same lategame DPS (assuming no kiting involved) as a Marksmen with:
The marksmen should absolutely need to rely on their ranged advantage combined with the protection of their teammates to compete with other carry classes.
couldnt have put it better. when it comes to lategame damage of juggernauts compared to marksmen, i just think marksmen deal too much damage compared to everybody else.
i mean theyre at a point where with a couple of items they can burst out assassins before the assassins can burst them. its not going to happen every time, but its happening too much.
it depends on the individual champion, but i think generally juggernaut lategame damage is fine compared to the game as a whole. i dont really have trouble carrying against tanks, assassins or most skirmishers with most juggernauts. its really just marksmen who are over the top.
as far as crit itemization goes, id love to see more options for brusiers. one option they have of adding crit customization to the game is the new rune system.
all they have to do is gate crit runes somehow that you dont walk with crit chance into lane at lvl 1. this is really the only thing riot doesnt want. but there would be no issue of adding a rune that grants crit chance at 10 minutes, or somehow gives you extra crit chance off the items youre buying (a reverse essence reaver rune? getting up to 20% crit chance off the cdr from items?).
if you could somehow get an extra 20% crit from runes with a juggernaut, this would already make
combined with that on its own an ideal offensive option for garen at the very least.