A response on bruisers being in need of buffs
In the given link, Riot Meddler said:
> {quoted}
Possible Champ Buffs Riven, Darius, Camille All are bruisers struggling in the new ecosystem, in particular because attack speed's not so valuable on them so Precision keystones are less applicable. Possible other candidates should also be considered here, also possible there's a missing rune needed to support some of these champs. Or that buffing them in general and letting them pick from a wider range of runes is the better call.
I can't speak in terms of all bruisers (classified as Fighters), but I have already posted regarding the whole subclass of Juggernauts being underpowered throughout the whole Season 7 i.e. Juggernauts having no meta champions (excluding
for many reasons). So as
was mentioned, I feel like
and
are in no need of buffs, however others' problems are covered in the following wall of text:
1. CC creep being too high
Added to omnipresent damage creep, this is the biggest issue of Juggernauts. Big majority of these have no dashes, innate mobility (mov. speed steroids), and no hard CC (with exception of Riot's favorite
). This means they all get CC-ed for days until they reach the backline, and by then they are too low to do anything. There in comes tenacity as a rescue, right? Wrong. Displacement effects (pulls, knockups) knockbacks), supressions, immobilizations(
ult), ground
W) and terrain interactions


are not affected by tenacity. That being said, Riot recently released many such champions
,
,
,
), which alongside
make the complete list of champion against which Juggernauts just can't do much against to free from the chain CC. And if you take a look at how scary this becomes do, see EDG-SKT 9:0 with 10k gold lead into clean ace for SKT. This is not balanced, and hurts Juggernauts the most, as they are fully immobile and even with 100% tenacity it doesn't help as much. Therefore I would like to see a Jugernaut item that gives immunity to displacement effects for X seconds. Or even an ability, for example
' ult could grant immunity to displacement effect, he has no mobility nor dashes nor hard CC, after he eats all slows, stuns, snares, silences, polymorphs and finally reaches melee range of the backline (the only effective range), it's not fair that a little Yordle like
can use her mini cannonball to shoot the big raid boss 1000 range back, nullify all that work done and reset the torture (which she can again prolong with W). Furthermore, maybe tenacity should affect all forms of cc, it's not like tenacity options are plenty and viable. Or maybe tenacity should stack additively (and not multiplicatively), at least it would help against original forms of CC, which's effects are actually lowered by this stat.
2. Shielding way too strong
This is already a known issue, Riot said they are working on lowering the power of
overlapping and granting full immunity to death even with perfect initiation. To me, one way of fixing this is disallowing shield overalapping, so that supports need to have proper timing when using shielding (and not mashing all the keys on the low target as fast as possible).
3. Mobility creep too high
We can all agree that from Season 5 onwards, dashes and movement speed steroids have become omnipresent so this too doesn't help the cause either. Paired with cc and shielding creep, it's clear where from the inspiration for the topic appeared.
**4. The most common item being Morellonomicon
**
The passive reads: UNIQUE: Dealing magic damage to an enemy champion below 35% health inflicts Grievous Wounds icon Grievous Wounds to them for 8 seconds. I don't see how and why Riot decided to grant this to the item, it's not like there is a problem with sustain in mid lane, and if
ever becomes an issue again, one could always bring
or
. This is the same thing that's happening with
right now, Riot tried overcompensating for a nerf and fucked up the overall balance of the game. Again, I don't see the reason for existence of this passive other than shitting on Juggernauts, most of which rely on lifesteal as their form of durability.
5. Meta being too teamfight centric
Needless to say, the bonus gold for first turrets only emhpasized the importance of gangbangs of bot lane (4v2 or even 5v2) that became the staple of competitive LoL. That being said, Juggernauts are better duelists than teamfighters, it would help if Riot incentivized playing around top side of the map more (other than stupid Rift Herald). Drakes became way more important and Baron buff is like a holy grail that whichever team gets wins the game (if the game is even or close ofc). With point no1 (CC Creep being too high), engaging becomes way easier these days, mid-late game all revolves around aram-ing and setting up that wombo combo, against which Juggernauts have no defense nor contribution to. This way top lane revolves all around utility, which makes like it as a secondary support role, which isn't what these champions are about. Oh and of course, damage is not lacking at all nowadays, so there is no need from top to contribute to that category, thus Juggernauts serve no purpose.
I'm sure there are minor factors that contribute to the topic as well, however these are major transparent points with which I want to raise the issue.