Galio Rework Justice Punch

Jesuszilla·3/28/2017, 11:23:32 PM·3 votes·1,352 views

I was wondering if there was some design philosophy on why Galio's Justice Punch ability was hammered so hard into the ground with counterplay options? The ability should feel nearly as fun as his ultimate but it comes off more frustrating and annoying, and all I can think of is "This would be a cool design if every other champion in the game played by these rules too."

As it stands the inability to travel over terrain with this ability puts it so far below every other dash in the game as to make Galio limited in both scope and viability in my opinion. I hampers his ability to initiate in close quarters, it makes it harder to chase down priority targets, reduces his ability to flee, hampers any play he might get in the jungle.

Now all of these are fine reasons if that was the goal of the ability, to have these weaknesses, but the problem is the other negative part of the ability DOES THE SAME THING. You've doubled up on Galio's weaknesses on a single ability and it comes across as "Why would I ever play this champion with this kind of dash?" He just doesn't feel like he's living up to the hype of a rework as he should. The delay and leap backward on his e makes it so telegraphed, easier to dodge, reduces the length of his dash, and allows other players to block it. That should have been enough counterplay right there.

I feel like this is one of those areas where thematic design philosophy might have clashed with functional impact and we got an ability with too many negative aspects because they wanted it to follow a set goal.

8 Comments

FlyingRoboticCow3/28/2017, 11:42:25 PM1 votes

I think its because if it went over terrain and wasn't telegraphed it would literally be a 10 second cd Malphite ult which its already pretty close to being and his kit is already so over loaded with goodies that giving him that probably just seemed like too much. I mean with out the delay and inability to go over terrain it would be an insanely great version of Vi's q.

Zetto3/29/2017, 1:38:04 AM1 votes

Well for one thing, tanky characters aren't supposed to have escapes. They survivability is usually placed in either other parts of their kit, or is in what items they build. Dashes in general in league are generally a "pick 2 and maybe sometimes 3" scenario, with the choices being range, damage, being unconditional, and CC. Tanks/tanky fighters generally don't get escapes, and if they do, they're pretty conditional. See: Kled Sion Renekton JarvanIV

Kled E has pitiful damage, becoming only slightly decent if used twice, and cannot go through walls on the first cast, though it can on the second cast. It's meant to be primarily a chasing tool, but is an okay escape.

Renekton 's dash is pretty damn short, and is only good when used on enemy minions/champions. Last time I checked the damage wasn't all that great either.

Nautilus is limited to what terrain/enemy minions he can hook to.

Amumu is limited to minions/monsters to hook to.

Sion 's escape is on his ult, and can be interrupted so that he cant just splitpush into infinity and back.

JarvanIV can only dash to his flagpole thing.

Galio 's E has decent damage, ok range, and a knockup. Letting this thing be instant would break his combo, as E> full-Q>W would be SUPER easy to land, and letting it go through walls would make the thing uber busted. In short, for what he already has, giving his E anything else would make the ability stupidly strong.

Friendly Ram3/29/2017, 1:43:27 AM1 votes

his Q and W are both amazing so i don't mind the state of justice punch. also the small hop can throw people for a loop when you knock them up with it. Just my 2 cents from a couple of games.