Balance Team: Let's Talk About Rammus
First off, I do think
is in an "okay" state. The only two things I wish to address in this are:
- Rammus is a hard counter to physical damage champions and is comparatively useless against magic damage champions. This is because he only scales off of armor, and so, while building MR makes him more tanky, he does benefit from it like he does from armor. This is (I believe) against your philosophy of counter-play extending beyond champion select.
- It isn't satisfying enough to build tank. Let me explain this one. I view Rammus as a "light juggernaut". This means he deals quite a bit of damage (W+R) while still being tanky (W+items) and having some mobility (Q). If you allow Rammus' base damage to scale, even a little, it will help, both in the feel and gameplay.
Secondly, and most importantly, I really don't want this to buff. That being said, if any of my suggestions seem too powerful or overtuned, say so. I just want Rammus to be pushed towards a healthier state, yet still better and more rewarded when building armor.
So what are my suggestions?
Q:
-
damage: 100/ 150/200/250/300 (+100% AP) --> 100/ 145/190/235/280 (+40% AD) (+80% AP) --- Reason: Woah! Giving Rammus AD scaling? A whole 40%? Broken. But in all seriousness, giving him an AD ratio makes this ability scale off of armor; 10% to be exact. That's really underwhelming, but at the same time, it's better than not scaling at all. I suggested lowered the damage per point to compensate, but it would still be a buff to building armor if you use my numbers. That being said, I'd be fine if you lowered my suggested base values by 10 to 20 damage. Additionally, if you hate using AD ratio's, put in an armor ratio instead.
-
damage type: Magic Damage --> Physical Damage --- Reason: More thematic than anything, ramming into someone does not feel like a magical thing. You don't need to include this one, but it'd be nice.
-
after hitting someone: Can't immediately use a basic attack --> Can immediately use a basic attack --- Reason: Think of Aatrox's Q. It's a small thing, unnecessary.
W:
- damage: 25/35/45/55/65 (+10% Armor) --> 25/29/37/45/53 (+10% Armor) (+10% MR)
--- Reason: This would be a buff specifically when building MR. It makes him better against magic damage champions compared to his extreme weakness against them now, thus adding better counter-play. Yet, these other changes should help guarantee building armor is always better. I suggested to lower the base values by 10% of the MR gained while using W. You may want to look into lowering it even more due to base MR.
Do not change the damage type of W; it is inherently more magical than Rammus' Q. Additionally,
deals magic damage.
R:
-
damage: 65/135/195 (+30% AP) per hit --> 62/131/190 (+20% AD) (+20% AP) per hit --- Reason: Again, adding AD scaling here would help emphasize building armor while not forcing it. Like my Q damage suggestion, feel free to lower the base damage more if you implement the AD scaling. Furthermore, you can put in an armor ratio if you see it fit better than an AD ratio.
-
damage type: Magic Damage --> Physical Damage --- Reason: You may have guessed it, but... Again, this is more thematic than anything. You don't need to include this one, but it'd be nice. Also, this one would be good if you want those Rammus players to build Black Cleaver. Of course, you're choice.
TL;DR: Give
an small AD scaling on his Q and R to make him scale off of armor, and give his W MR scaling to increase usefulness against magic damage teams.
Thank you for reading, I hope we can engage in a good discussion about the practicality of these changes.