Garen Improvement
I was a witness to a post this morning about the current "identity" of Garen. To me, he is a anti-carry pick, able to deal with even the roughest melee match up well if played properly, but I would agree that current he really lacks an identity, especially scaling into late game. I came up with just some suggestions for what "identities" he could be put into, and how to possibly do it, so I'm just spit-balling here. Is he "Bronzies First" - Split-push Carry, is he a Tank, is he a Juggernaut? No one knows and there are problem with all three of those definitions.
A. If you want to emphasis the damage, which would be good cause he feels like he is lacking the most here in comparison to other Juggernauts, you have tons of interesting options:
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You could add 1.5% max health to attack damage ratio on the passive, basically old Atma's Impaler. This would reward him like other Juggernauts for building health, without missing out on the damage he needs.
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Remove the 33% percent damage amp from the E on a single target and just make it auto crit. I like this option the most cause it would maybe be interesting to see Garen's when ahead build IE more, something no other Juggernauts do.
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Increase the movement speed duration of the Q to the full 4.5 seconds, with the movement speed decreasing overtime past the initial 1.5 - 3.5 seconds(based on rank). This would emphasis his mobility past other juggernauts, though I think this is the weakest option since it doesn't fix any other his direct "identity" problems beyond buffing the Ghostblade build.
B. You could also put emphasis on his tankiness, though since unlike most other Juggernauts, he lacks any in-combat healing options:
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Remove the armor/MR stack cap from the W, so good players can infinitely gains defense for late game, at the same rate of 30 per 120 cs.
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Make Garen Unstoppable for the first 0.75 seconds of the W active instead of just adding 60% tenacity, fully committing to that outplay potential when used well.
What do you guys think?
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have bursty ability chains that are on decently long cooldowns, tend to go into a fight for short trades, and then dash back out to gain time to recharge their abilities.
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