I know this is going to be an unpopular opinion, since winrates mean everything, but...

Killed Inaction·5/30/2017, 2:53:17 AM·1 votes·355 views

Can we give LeBlanc's snare a small nerf? I mean, really small, just enough that, for example, a mage with low mobility can get out of it in the following circumstance: LeBlanc dashes to literally on top of said mage, throws the "skillshot" snare, then uses the reverse dash and runs away. The mage flashes away from the LeBlanc and runs for the rest of the chain duration. Can we get enough of a distance and slow reduction that this wouldn't end with the mage snared anyway?

Is it unreasonable to expect even the tiniest amount of counterplay? The only option is to build tanky enough that it doesn't instakill you, and just hope they don't come back to finish the job in 10 seconds when their cooldowns are reset while you're recalling behind your inner turret with the outer turret still up. But they do, so that's not really an option either.

But the 49% win rate means any suggestion for any sort of nerf will be disregarded and downvoted, naturally. But seriously, her laning phase is too powerful, even if she falls off late-game, because half the time (or 49% of the time), you barely even hit mid-game before surrendering.

I'm going to be perfectly honest here. The damage is pretty high, considering the charge-up for bonus damage proceeds to completion before the second damage iteration. The fact that it's basically a point-and-click ability instead of a skillshot is annoying. But Lux has a snare that is pretty easy to land, and if she attacks afterward it deals comparable damage. The problem is that Lux has to move in to attack after snaring, whereas Leblanc gets equivalent damage on an easier-to-land ability when she can be LEAVING, so there's no opportunity to punish her. Something to consider.

(To note: I'm not comparing her to Lux as a salty Lux main. I don't particularly care about that. There are other examples; this was just the easiest one for me to come up with. Given Lux's kit, I'd say she's actually a good matchup against LeBlanc. The problem is fighting her as a champion like Viktor . I am not saying that she shouldn't counter certain champions, and this should be obvious. I merely find that playing against a champion whose abilities give no counterplay somewhat ruins the game. A similar case could be made for making Annie 's Q a skill shot. A 300-second-cooldown ability (summoner 4 ) should give some measure of benefit against a 10-second-cooldown ability, yes?)

TL;DR: Might I suggest adding counterplay to certain abilities? IMO, there should be counterplay to any and all abilities. If Leblanc 's snare was actually a skillshot even when combined with her dash, I wouldn't have a problem with it.

Idea: maybe have the snare breaking distance set to 2x (or 2.5x, or 3x; at 0 distance those are all the same anyway) the distance at which it was initiated? This would make the dash-and-snare tactic more difficult to pull off if not obsolete, while still maintaining a decent range if a player decides to use it as a skillshot (as intended).

6 Comments

Joxcab5/30/2017, 2:58:38 AM2 votes

Her E was the entire and one and only problem after her rework. Riot nerfed literally everything else and then gave her waveclear she didn't want to make up for it, then nerfed that too.

She has no damage. She has next to no clear at all and it was even worse than pre-rework until she gets at least a good amount of AP.

She's forced to rely on the Gunblade waveclear-heal gimmick because she's awful otherwise. She's shit in general and literally the only reason she saw pro play was for the E tether length and her waveclear in late.

Give her back her damage so she can actually burst-delete people near instantly the way she should be able to, lower the retarded 1.5s delay from somewhere from 0.5-1 second MAXIMUM, and lower that stupid 0.5s lockout on W which makes her literally one of the world's easiest champions to beat the shit out of.

Then you can nerf the E. Not before. Also your suggested change to the E tether break length would make it absolute trash. The whole point is to W-E-W.

alfavhunter5/30/2017, 3:37:57 AM1 votes

reduce teather range by 75% (or whatever is needed to put it at max chain range) BUT the longer they are teathered the more range the teather has up to its live value, hard CCing LB prevents teather range growth

in other words if she jumps on you and teathers you than instantly goes back ot her jump spot she should be near the max range of the teather from the mement is it applies, but if she tries to run away and the enemy tries to run away from lb it will exceed the teather range faster than its growth

this means lb cant jump in teather and jump away then run and still get the root if the enemy tries to create distance as well, it also means dashing away or CCing her and running will garentee you to get out of teather range if she used her own dash to create distance after chaining some1

in other words it makes her chose between garenteed teather and a more dangerouse positioning or a chance with less positioning issues

Lebłanc Bot5/30/2017, 6:43:59 AM1 votes

Her laning phase it to strong. Yeah after the w nerfs she has a average early and a good mid and a shit late. She dosnt need her teather nerfed she needs her kit reworked look at priorities plz.