[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=LFA8PhOt,comment-id=000100000000000000000000,timestamp=2016-12-12T15:54:45.758+0000)
you know what's even sadder is i can't duel malphite at all, a full tank outduels a fuckin' melee carry.
that buff was pretty worthless, honestly. could have given garen more DPS, could have given him a way to survive fights in between his cooldowns because he has some of the worst autos in the melee class -- nobody asked for armor shred, lol.
i would rather have anything else, to be honest. i still like my idea a lot tho, opens up a lot of builds for him.
this is why i want them to replace the armor shred with a form of in combat sustain. every single champion who is expected to deal sustained damage, and especially juggernauts have some form of sustain that allows them to keep going through a fight.
i feel like its garens one glaring weakness, and why he keeps losing to carries and tanks. he simply gets stat checked by lifesteal and shields.
here is what i would have done with the buff.
perseverence (passive):
- cooldown changed to 8 seconds.
- out of combat health regeneration changed to 3% missing health per second.
the exact value early on is debatable. but this is what his passive should be at lvl 16
judgement - new effect:
when garen hits enemy champions with spins, perseverence activates for 0.5 seconds for each spin tick on each enemy champion when judgement ends. (maximum 5 seconds)
ive went ahead and photoshopped an indicator on his resource bar to visualize the effect.
http://imgur.com/a/w1vUj
the green bar basically charges up while he hits enemies with spins, and when the spin ends, it drains while regenerating him. the maximum amount hed be able to regenerate would be 15% of his missing health over 5 seconds in fight.
his passive otherwise still goes on cooldown when he is hit by champion damage (or jungle monsters).
spinning on more enemy champions makes it charge up faster. which means should he cancel his spin early, hed be able to benefit drom the heal sooner, but stops dealing damage.
the entire idea is, to give him something more to do and to survive during the periods his spin is on cooldown.
he would be able to stay in fights longer, should he get on top of his opponents.
thinking about it, a gray health bar like tahm has would probably be more appropriate. maybe both indicators can be combined. the green bar to show how far the regeneration timer is stacked, and a gray health bar to show how much actual health its going to restore.