Kayne is overloaded posts confuse me
Doesn't he only start out with half of his kit?
And then can only choose one of two optional other halves to make it whole later on?
Doesn't he only start out with half of his kit?
And then can only choose one of two optional other halves to make it whole later on?
These kids don't know what overloaded is, if it's not straightforward like say Sivir it's overloaded to them lul
[slayer-pantheon-popcorn]
But he is overloaded lul
especially his darkin form
You kinda have the right idea, but it's a little more like;
He starts out with his full kit, but he has to work towards one or the other of strong, focused buffs, one being teamfight durability and the other being assassin/utility.
But, either way, any time something new comes out, everyone and their mothers are going to call it "OP" regardless of whether or not they've played the final release version of it.
Well then they get to say HAHA I told you so if it ends up actually being op, and will use this one time they accurately called the power of something as justification any time you argue with them down the road when something new is coming out or a big change is made.
on release was thought to be laughable at best...
Then he dominated...
As a Jungle Main im excited for kayn but i do have some problems with him
His Q is a bit too short of a cooldown. At max cdr i think its like 2.5 seconds.
Darkin is too strong. It turns his Q into %maxHP damage. as well as giving him a fuckton of healing from his skills.
I think Darkin is 90% of the problems i have with him. It just feels way more powerful than Shadow assassin. The ability to build the hard bruiser builds of Fiora and the like while getting that healing and %maxHP damage just feels like way too much.
I feel that if anything is going to be a problem on kanye its going to be the Darkin form.
Everything you said has nothing to do with him being overloaded. He might be overtuned but his kit seems rather reasonable.
Overloaded in the sense that its a low cooldown dash with %maxHP damage.
Overloaded in the sense that its a low cooldown dash with %maxHP damage.
that's not what overloaded means
and the snowball effect begins
first it was "Darkin is not stronger than Shadow, your noob to pick Darkin over shadow, Kayn not a support, Kayn cant be a tank" after 48 hours....now people want to agree with he obvious
Ive seen enough here lol.....
He seems ok, but his Darkin's Q probably needs a nerf on its scaling. That high max% HP scaling is rather insane when combined with such a low cooldown for spamminess. Add that with his ult's max% damage and it's a recipe for disaster.
These are the people who see a dash and % hp damage of any kind in the same kit and scream that it's broken/yasuo all over again/everything has % hp damage, irregardless of why/what they are there for in the first place.
Yes and no. For SoloQ, i don't think he's overloaded, though atleast his darkin form feels quite heavily overtuned.
But for coordinated play, his 'choose a path' passive makes him very flexible and near impossible to draft against. If he's any strong, he'll probably be first pick or ban most off the time, becuase you can't really counter him. If you pick a tanky comp, he goes darkin and rapes you, if you go a squishy kite comp, he goes assasin and deletes your squishys. And he can even flex between jungle and top aswell on top of that.
I generally like it if champs are more variable in their playstyle and position, but over the last few years Riot kinda was on a crusade against that kind of flexibillity, hardforceing shit into certain positions and killing alternate builts/playstyles left and right, so the few flexible picks that are left have a massive advantage in highelo coordinated play and cause balance issues.
I'm just worried that the sustain in his kit is going to make him one of those perpetually-unbalanced Champs by default.
His kit doesn't seem loaded at all, though.
They're the same people who think
is like the most OP thing to ever touch the rift...i would just ignore them*[slayer-jinx-catface]*
I'm still going with: Darkin has way too much going for it in comparison to SA. SA's overall design can be workable, but doesn't mesh very well.
SA's passive converts a portion of dps to magic damage, which means it's also an AD champ that deals magic damage. (39% is what my passive said last game.) This is bad for reasons, like "not itemizable for easily".
SA's overall output gives very little to him compared to the Darkin form. The range on W and ability to move are both aids in accuracy and usage. Q benefits not at all from the SA form. E has an extended duration. R has more range to cast... but you still have to damage the enemy first, so it's not an initiating strike, more like a chasing strike, this lends very poorly to the purpose of the skill except as a followup to W... congrats you slowed a target (and AD nuke), but now you can't abuse that slow for keeping them in auto-range.
Ideally SA's ultimate should give him the option to burst away from enemies further, since he's got a squishier kit and having that added escape would theoretically allow more kiting plays supposing initial burst isn't viable.
Darkin form's damage is just too strong. It bursts more than his SA form and that's counter-design... which is just terrible.