Blitzcranks ruined "W".
I have great distaste for this change. The new Overdrive was a one sided tweak from how I see it. I feel as if the only reason for this change, was to make it so that Blitzcrank was to become a less enjoyable champion. That had far to much risk in building up in the early game that now no one will play him. The new movement speed is very unnecessary. The fact of having it start so high to have it drop so fast is the same as making it a two second speed boost. I understand it doesn't drop 100% but, The animation for his new over drive says otherwise. If the speed boost animation is to behind him why is it that its mostly inside Blitzcrank? That's not a huge boost then.
Another thing. How much did this change his play style? A lot for a matter of early game is now a pain. The lack of movement speed shows when the slow takes effect when you don't have boots yet. The slow becomes obvious when you're trying to run to protect an ally or trying to flee an unexpected gank. Most fights do not last 5 seconds. So when a fight breaks out the slow will take effect right when its time to make a certain change to win the fight.
Honestly Blitzcrank was fun before this change not because of his ability to be every where but, because he could come to the aid of an ally in need in order to win a team fight. Now the only way its seems to win a fight with Blitzcrank is to just win a lucky pull on a squishy carry. Yet how can you make it to that point if the slow has made some plays at the beginning of a game impossible. By the time of late game landing a pull on a squishy could be the death of the team. I wish not to argue over such little matters anymore just to state my great distaste for the change and to have it reversed or revised.
I have already thought of many ways that can fix Blitzcrank into a matter of solving both sides. A very large amount hate Blitzcrank. I'm not surprised one bit. Assuming that out of the entire league community there is a small percentage that plays support, let alone Blitzcrank. With that being said how is it that making a champion that gets much hate from the community; making the champion less viable to play. If anything the ones that should be asked for changes on a champion are the ones that play the champion WITH IN REASON. After all there is 124 champions and someone is bound to like one of the champions that another hates. What then if all the champion Nerfs that had happened by people that hated all the champions? That would make the champion weaker and less likely to be seen again, however. The buffs that take place after by the people that play the champion. Then making them more likely to be seen again. Then the player that hates them is upset again or in this case so many people hate Blitzcrank they consider him to be "cancer".
Why must we repeat this cycle of nerf and buff. Why not simple take a vote on specific things we hate and the things we like then work-out the in between. Instead of this constant "its not okay - its okay". I indeed rewrote this for my other stance did not stand at this in between point. For it would only repeat the cycle of "its not okay - its okay" yet again. Yes, there is many champions that are in fact broken to all kingdom come. Yet they get nerfed like no other based on people's voices of distaste. Then repeat the cycle. If a champion is really as over power as you all hate them to be maybe its because Riot wanted them to be that way? In some cases I'm sure they may have not meant to; Blitzcrank. This change will in fact make early and mid game thee most hated thing ever for players that play him. Yet still the one pull at the end of the game could win the fight. However we are not including any other facts in a game. We are only simply hating on the champion as a whole. A champion that can pull others over walls to an entire enemy team is rough, but what if the person that is pulled is the tank? Maybe the tanks fed? What about a bruiser? Is he fed, too? The variables to the matter are to high.
A champion that can pull a squishy over a wall into an entire enemy team would be terrible as well if your on the team with the one getting pulled. Does this squishy have hourglass? Does this squishy have an escape and/or even flash? Is the entire team right there to follow up to protect the squishy? Is the team experienced or new players? Is it a non-damage Blitzcrank or a damage Blitzcrank? Is the Blitzcrank lagging and can't follow up on the knock up or in perfect connection? Blitzcrank can make or break a game with a simple pull, yes. That does not change the variables though. Did all the players on Blitzcrank's team lose lane? Did they win lane? Is someone away from the keyboard or disconnected?
Even then the same can go for the team against Blitzcrank. Do you have vision on him? Is there minions to protect you? Does the Blitzcrank have flash? Is the way hes going to now warded? Do you have means to dodge the pull? Blitzcrank needs his mobility to make plays. Yet simple changes can fix things. Why not make it so his Overdrive is not effected by cool down reduction or even make it so that the movement speed gained at the time of activation is small even at max level. The withdraw from the spell cost is way to much to the amount of gain you get from a pull. A pull could win a game, but getting caught just to simply make that play could cost the game. Even then are you being slowed yourself? Does that person have 5 seconds on their slow from cool down reduction? When playing a champion that self slows is against a champion that slows there is no chance of escaping and that seems to be the bottom line of it. How is a champion that can't make it in early game going to make a huge difference late game. Say Nasus can't farm his Siphoning strike. All he becomes is a slow and meat shield. The same can be said about Blitzcrank, pull and a meat shield. Although, what about the champions that excel in the early game and just continue to snowball after the fact? Most champions are broken but, can you really call a champion broken over one skill?
Blitzcrank is broken I will agree with that matter. HOWEVER, It was not over the fact of his Overdrive. His pull is buggy. In some cases a pull should have landed but, it misses or it does and some how the enemy can't get pulled or gets out of it. Others the hit box is so in fact big that when it should have gone around a minion it grabs the minion. The constant damage on Blitzcrank static field is a random one hundred ability power zap, to a random near by enemy. From what I see it doesn't prioritize champions over minions or monsters. The damage at the time of the discharge however, is one hundred percent ability power scaling but, now here is the biggest thing that is broken about him from my time playing him. His ability to do so much damage off of physical damage. His power fist is double his attack damage and was on a shorter cool down then the older Overdrive. You all want to talk about damage? Try a constant six hundred attack damage per three seconds, off of his power fist alone. That only means he has three hundred attack damage. What about four hundred or five hundred attack damage, get the picture?
Blitzcrank did new some tweaking but, not to the point of reworking his Overdrive. His Static field needs to have the constant damage fixed and the scaling ability power on his rocket grab and static field dropped to sixty-five to eighty percent. The hit box on his rocket grab redone to better fit the size of his fist. The power fist not double the damage and maybe even add an attack damage scaling to it. His passive should also give out sooner. A MAJOR reason Blitzcrank can get away from harm was whether his passive was up or not. His passive last long enough to watch ignite do nothing to him and this has nothing to do with shield amount. His overdrive's mobility changed back and given a longer cool down or have it so its unaffected by cool down reduction. Even then give it a much larger mana cost that scales higher the more its leveled up. Make it so his base movement speed has less scaling over the course of the game and decrease it by ten. This will make him slower but, not to the point of having a self slow. His early game will still be weak. The amount of damage he does will drop thus giving the chance of surviving a rocket grab and power fist more likely. The change would give Blitzcrank a lower stance on early game slow but, still give that slight chance to survive against late game slow so that he doesn't just fall over an rust.
We can honestly get around his problems where both sides can be _slightly_ happy about the changes. No one is ever going to be one hundred percent on board and I still believe that the people who hate Blitzcrank will still dislike him no matter what change happens to him. Just because of the huge threat he poses for landing a late game pull. Even then that threat only stands if both sides are even. If one side is far heavier on kills, dragons, turrets, baron, buffs, number of players, or even the amount of back door potential as to the other team the win is most likely set in stone with or without the rocket grab.
I really do hope this can gets Riot's attention, for there is many things that need to be fixed about Blitzcrank and I plan on telling them my opinion the best way I can. Whether they listen or not has yet to be determine.
other than worst
?? If Chain Warden misses his Death Sentence, who cares, he can still make some plays with Lantern and Flay, but what about Steam Golem? If Blitz misses his Grab, he needs to go in melee range for just a single target knock up? Or....well, that short aoe silence when enemy engages?
doesn't have the greatest passive, but her ultimate applies onhit effects.
has point and click cc, but is outranged by Zed of all midlaners when it comes to spells. And let's not forget
's.... entire kit.