Have you heard of this “Swain” dude?

Over 9000 Ping··9 votes·1,256 views

Because it’s rather likely that you haven’t, before Patch 6.10. I am a D3 Swainmain (it’s one word, alright) who has been playing the Master Tactician for at around 3 seasons, since my sweet days in Gold. I am not a Swain one-trick, as I am comfortable playing many other midlaners along with various other roles – yet Swain’s identity as a damage over time mage that emphasizes the management of resources and threats has always brought me to be enthralled by his playstyle. Although many may perceive this background as a source of bias, I will let you know that being ignorant of how the champion worked and interacted before Patch 6.9 is arguably an even greater source of bias. Here I will present my concerns about Riot’s recent changes to his kit that have twisted his gameplay pattern and identity into an unhealthy “invincible draintank” theme that only exacerbates on the tank itemization meta. I, as a Swainmain, am unhappy with this direction, and I am under the assumption that others, Swainmain or not, are as well.

   Swain, possibly due to his niche as a DoT battlemage with consistent point-and-click damage and inconsistent crowd control, has largely remained in obscurity before Patch 6.10. op.gg (unfortunately, only evaluates Plat+ ranked queue) lists that Swain’s middle lane pickrate as of Patch 6.8 was at 1.04% (http://na.op.gg/champion/swain/statistics/mid) and leagueofgraphs.com shows Swain’s overall pickrate to be below 2% for much of the time, at times peeking above 3% (http://www.leagueofgraphs.com/champions/stats/swain/middle) - sizably beneath the majority of middle lane meta champions. This implies that Swain picks are oftentimes made when the pick effectively counters an opponent’s pick or by a dedicated Swainmain. In these conditions, knowledge of how to counter Swain may be limited, leading to exclamations such as “0mg why am i dying from these dots” and “holy shit how does he heal so much is there anything in the game that could possibly cut healing in half for 800 gold!?!?1?”, despite the fact that counterplay against Swain is amongst the simplest and obvious with even a minimal level of knowledge – Executioner’s Calling is a cheap item that effectively cuts his survivability by half, allowing focus fire from the backline to dispatch him. Swain’s mid-range mage pattern leaves him weak against CC and long range champions, especially ADCs.

   The mage update patch, Patch 6.9, appeared to place a deeper emphasis on Swain’s tactical control characteristics by changing Q into a pseudo-skillshot and deemphasizing the leveling of E. But these changes substantially damaged Swain’s consistency of providing both damage and CC, and dropped Swain’s winrate in ranked to 40% - some sources listing even less, rivaling release Taliyah. Even Riot saw this as a problem, and introduced a small hotfix that slightly healed his performance into a less horrific, but still unsatisfactory level. But Patch 6.10 introduced a strength that most Swainmains did not care for, as being tankier was not in our needs; ameliorating the inconsistency and ineffectiveness of his basic abilities as of 6.9 was. Swain went from a reliable DoT damage dealer that consistently counters melee assassins and bruisers at 6.8 into an uninteresting drain tank with moderate damage that can be avoided if squishy champions simply kite away in 6.10. The spike in Swain top lane picks is a reflection of this. This patch spiked Swain’s winrate up to substantially above average while vastly spiking up his banrate, although these trends diminish at higher levels of play (http://bestbans.com/). This buff to his ultimate healing, along with the focus on it over the recent patches and the one scheduled tonight, fails to capitalize on Swain’s role as a DoT mage and moves him towards a frustrating healtank with balance and counterplay difficulties shared with Vlad, Dr. Mundo, and Soraka. As we come to Patch 6.13, the 20 second cooldown on Ravenous Flock only furthers Swain’s descent into a more selfish and avian Maokai who simply keeps his ult on for the entire fight with little decision-making – the acme of skill for a Swain player has been in managing his health and mana despite his short range, toggling his ultimate on and off only when the opportunity is right. If the greater mana provided by the modified mage items remain the same, Swain’s R upkeep cost must become higher to encourage wiser usage of his mana pool; Ravenous Flock’s low mana cost is what needs a nerf, not the cooldown. Doubling an ultimate’s cooldown is an (ironically) crippling massive nerf. Such a nerf would further diminish his identity as a counter-assassin.

   Tweaking Ravenous Flock, as the patch tonight will attempt as well, is not a safe pathway in balancing Swain, compared to changing the offensive capabilities of his basic abilities. The inconsistency and lack of reward of his Q, W, and E can be ameliorated by introducing more interaction such as modifying E to amplify the slow on the Q, or even allowing the repositioning of Beatrice if he uses E on a target taking damage from Q – there is currently negligible motive in leveling E, aside from the fact that the damage output of Q is inconsistent. If Swain's identity as a determined tactical presence is to be developed on, the cooldown of his Q or W may be reduced at the cost of damage. Reverting the unwarranted nerf to W that came in early Preseason 6 or at least buffing the snare duration at early levels may also return some power to his basic kit. There are many ways to develop on Swain’s title as a Master Tactician that focuses on effects that take time and planning to come to fruition, but magnifying the emphasis on his raw tankiness is not.

   I post this in an attempt to bring forth to Riot the misdirection Swain’s design is currently following. The previous Rioter who took responsibility of Swain’s 6.9 updates and actually popped into /r/SwainMains left the raw AP healing of 6.10, and left. Swain may have been an obscure champion until recently and there may not be much monetary benefit in attempting to balance or design skins for a traditionally unpopular pick, but practically adding another tank to the current tank meta is a detriment to the entire game. I expect that de-emphasizing Swain as a juggernaut and emphasizing him as a DoT mage that needs to deal damage to heal would prove to bring forth less chaotic winrate trends in the future.

tl;dr for the less-patient: Swain's current direction as a healtank is unhealthy to game balance and does not reflect on the primary focus of his gameplay identity as a DoT mage. Future patches should seek to allow both rewards for decisive decision-making and counterplay for opponents by focusing on his potential to provide damage and crowd control. Development and updates to Swain would definitely benefit from listening to Swain players' input on what draws them to this champion, and what justifiable counterplay would be.

7 Comments

SGT Entrails3 votes

Well written post, fellow swain main. However, I doubt riot will have much input on this. I'm not sure what happened with the 6.9-6.10 updates, but at first it seemed that this shinkzuo person was genuinely interested in helping give swain some viable changes. Unfortunately, when the MYMU came out and swain's kit was extremely lackluster due to the unreliability of his Q and W, instead of listening to the hundreds of structured posts on the SwainMains subreddit in order to fix his kit, swain was given ridiculous number increases, left in an extremely overpowered position, and then, it seems that all riot staff decided to completely ignore any information given by actual swain players.

Shinkzuo himself said he didn't have much experience with swain, and had always thought him to be a top laner, and wanted to make him into some bastardized heal-juggernaut the likes off Maokai. Let me tell you, NO swain players asked for, or wanted this. Swain has always been a DoT mage first, with healing baked into his kit, in order to combat his unreliable CC and lack of mobility.

Swain should have honestly never received as much work as he did. The kit changes were untested, and made by someone who had a large lack of understanding of the champion. Riot should have stuck with their original plan of giving swain some "slight" changes, in lieu of giving him a full rework further down the line. I'm really just disappointed in Riot's complete ignorance of any swain player's suggestions and concerns. I think swain would be better off being reverted to pre-6.9 status until a full planned rework can come down the pipes.

Side note: I also really don't understand how swain is perceived to be so overpowered, anyway. An 800g item cuts his healing by 50% with 100% uptime, as long as you continue attacking him. He's also extremely susceptible to ganks, due to having no mobility, and lack of reliable CC. I know I keep talking about this reliability problem, but it's been tested that even with Q slow, W is hard to land because of the delay and the small slow on Q. Even if you land W, it doesn't matter as much due to the low early snare time. Swain is extremely susceptible to ganks, mobility, and cheap grievous wounds items. Not taking advantage of his clear weaknesses is pure ignorance. Then again, I consistently witness games where junglers completely ignore an enemy nasus, so I can't expect them to know basic things about the game.

Over 9000 Ping1 votes

The lack of communication and their oh-so-hallowed clarity is what makes this update inefficient. The Shinkuzuo person said that he would communicate with the subreddit, pulled a CertainlyT on Swain, then fled the scene as it became apparent that the change spewed a total shitstorm in the game mixed with a confused playerbase over this new champion called Swain. Of course, I would argue that the whole thing wasn't as devastating as the fabled Mordekaiser update and I send my regards to any Morde mains out there, but the disconnect between the developers and the loyal playerbase for the champion is a clear parallel. I agree that reverting Swain to pre-6.9 until a full rework sometime in the next decade or so would likely prove beneficial to the entire game, but backtracking on "progress" is a precedent Riot probably fears of setting. Whether this path would ultimately lead us to a more defined and interesting Swain is something only time would tell. And quite likely, a considerable amount of time at that.

keshav522 votes

I initially complained about the new Q being wonky. I still think it could be tweaked - I wish you could control it by ALT+Clicking, like Tibbers/other pets, to select the target that you want it to attack, so that in addition to the wonky AI, you have some control over it for sticky situations.

I have grown to appreciate the new Q because now, Swain has wave clear. Wave manipulation was the only way to really beat the old Swain early game, and people only sometimes do this right even at high ELO, and never at low ELO... Swain plays a lot like most other mages in terms of actually having some wave clear, and can do a lot more things in game - he started feeling more modern, and meta.

This R nerf is crippling because it messes up Swain's ability to waveclear - canceling the ult to set up last-hits under tower vs. ranged minions was vital, and now I can't really do it. I can't clear a wave using my R and roam, because if anyone sees me in river, I'm a sitting duck. In ADDITION to this, if my ult is baited out in a team fight, I'll have less utility... but I think the biggest damage is from losing wave clear/last hitting ability from the R.

An improvement in radius, damage, cooldown, and cast delay for W could counter this.............. but W got nerfed and has been untouched. I do dislike how when Swain's winrate dipped, the balance team just said "here you go, have tons more base HP - but your QWER skills remain unplayable, and btw zhonya's is nerfed"

But I agree with the OP that the best thing to do is to give Swain mana problems, rather than cooldown problems. If Swain runs out of mana in a fight without getting any kills, he should lose, and if he's able to orchestrate a proper engage with flash/zhonya/W etc., he should win.

What we have now is a sitting duck champ with a toggle spell that you can't really toggle.

I made a long post in another thread about how W has higher cast delay, cooldown, less utility, and smaller radius than many other skills, level one through max. Q has the lowest % single target slow in the game. W has the highest delay, smallest radius, shortest duration, weakest effect compared to any other AOE CC, and doesn't have a scaling cooldown - please compare it to Viktor W, Cho'gath Q, etc. .875 second delay is the longest delay spell in the game, the only skills that have longer delay are GLOBAL effect (Global W - that'd be awesome). Anyway in the modern mobility meta including Swiftness boots, Dead Man's Plate, Hecarim, Triforce/Luden's, and even wind dragon... .875 second delay is outdated, I use W only as a follow-up CC in high ELO, not as an initiate, and it was also nerfed as early gank defense, which you've lost a great deal of due to the R nerf now as well.

I also wish, when you face a drain tank team, you'd have executioner's calling and morellonomicon get highlighted in your "situational item list" with a pop-up in the mouseover that says "good vs. Swain/Vlad/Aatrox/etc." If you looked at Swain winrates in executioner's calling/morello/ignite games, I wonder what kind of win-rates you'd see. Probably closer to 50%.

-Keshav

Over 9000 Ping1 votes

I do agree that the Q got better post-rework in several dimensions such as waveclear, zoning, and potential damage output if your target is foolish or CCed enough to sit with Beatrice for 4 whole seconds, but the downside to moving power into Decrepify was that it focused the majority of Swain's basic ability damage, crowd control, and farming capabilities into a single spell that has a long 14 sec cd level 1 and only goes down to 10 sec at level 5. Along with a radius that appears to have a shorter range than the tether range of the old Q, casting one Q in lane opens Swain up to a lot of counterpressure - something a lot of people that don't actually play Swain are negligent about. As mentioned in the original post, lowering the cooldown but decreasing the effectiveness of Q would really improve the flexibility of his kit; something that greatly lacks in Swain especially post 6.9.

The W nerf around the preseason invoked a sense of bewilderment akin to beholding surreal art. Apparently DFT was too strong on Swain, so they literally nerfed the sole non-DoT aspect of his kit. I believe part of the rationale was to leave him weak to long-range damage but keep him strong mid-range, but at the level to which it was nerfed, snaring a target at long range simply means they're unsnared by the time Swain hobbles towards them - or if they have crowd control, they can still cast spells whilst snared and discourage Swain from coming closer. The nerf nullified the one aspect of Swain that offered him, as an individual champion, to have a chance against long-range champions. Along with the excessive introduction of mobility and Swiftness Boots in the game, outrunning Swain is a matter of choice - a choice that apparently most don't take when they qq about Swain. No really, just walk away from him after he casts his long CD spells.

One thing that I was incredibly bitter about was the Zhonya's Hourglass CD nerf. When they made the item substantially cheaper but have lower stats, Riot's rationale was that you can rush the item for the active, as that's what most people got it for - but that very active has a significantly longer cooldown, partially defeating the purpose of "buying it for the active". The longer CD may be understandable for long-range champions that don't need to be in the fray and need it as a last resort. But for champions such as Swain, Kennen, and Fiddlesticks whose entire performance in a teamfight may be dependent on the active, 30 extra seconds is half a minute during which they cannot properly function. Especially for champions with ultimates that are used in sync with Zhonya's such as Kennen, Fiddlesticks, and to an extent, Lissandra, the superfluous amounts of cooldown reduction from Zhonya's and Abyssal Scepter do not fit well with the long Hourglass CD. There's been countless times where I had to tell my team to hold up for another 30 seconds while my Zhonya's is down, or flat out died or lost the teamfight because the enemy team initiated on us before it was up. I would much rather take a more expensive Hourglass for the old 90 sec active cooldown.

In short, the initial Mage Update really pushed certain champions to the corner while overbuffing certain ones. As they find the former champions underperforming, Riot has buffed them in areas that are in dissonance with their original gameplay identity without giving us context - Swain and Vlad are being treated as tanks, while Vel'Koz is apparently a long-range burst tankbuster.

Maple Crusader1 votes

If Riot fully reworks Swain, I would rather see his kit become one befitting a tactical genius.

Tract1 votes

A post this well written and thought out deserves more attention. Bump.

RepstarFox1 votes

Dear rito pls listen to this, as a fellow Swainmain i cant agree more, like sure it was fun to have a 74% winrate on him (still do actually) but i was content with the 61% i had last season, Swain has become way less fun to play and frankly takes hardly any skill to play anymore in the lower elo's (gold 5 for those wondering) So please just revert the CD nerf and instead nerf the mana costs that would help so many people so much.

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