A giant bear running at me isn't scary at all
I'll preface this by saying I know I'm terrible at this game.
https://i.imgur.com/7kZoXkZ.png
http://na.op.gg/summoner/userName=PopcornBunni
I also know that Volibear has decent success rates at lower ranking tiers and in more casual settings, but that he falls off at higher levels of play
With that said, Volibear isn't scary. He's a juggernaut with middling dueling power, middling chase ability, and middling teamfight potential. When a giant bear wearing electrical pulsing armor is running at me, I feel like it should be a terrifying experience, and that I'd need to pull out heavy peel to avoid his relentless advance. Instead, Volibear is a low-durability fighter with decent sustained damage who falls apart to a single burst combo or is stopped by mediocre peeling tools.
I wouldn't want to increase his power blindly where it could have a detrimental effect on casual gameplay, so I think his kit could do with some tuning to allow moments of fear-inspiring aggression, but also allow windows of opportunity if his opponent can stand their ground well enough.
Stats Attack growth increased to make better use of Sterek's Gage, lowered at early levels Base attack 59.5 +3.3 per level (116 at level 18) -> 56 + 4 per level (124 at level 18) (Base attack break even point: level 6: 76 base AD)
Starting Armor higher to allow safer first clear in the jungle and make early trades in lane. Armor at level 18 drastically reduced to compensate for changes to passive Base Armor: 26.38 + 3.5 per level (81.4 at level 18) -> 30 + 1.84 per level (61.28 at level 18) (Base armor break even point: level 5: ~37 armor)
Chosen of the Storm (Passive) Activates earlier and provides bonus resistances while his health recovers, making him formidible while enraged but weaker if his enemy survives through it NEW!: When procced, Volibear gains 20 (+10%) Bonus Armor and Magic Resist, decaying over the duration Health threshold to proc: 30% -> 40% ** Rolling Thunder (Q)** Cooldown increased but a new passive component added that lets him run down foes he has vision of. Also gains cc resistance when running foes down. Cooldown: 12/11/10/9/8 s -> 18/16.5/15/13.5/11 s NEW! Passive effect: while moving toward visible enemy champions within a range, gain increasingly more movement speed. At maximum stacks, gain 25% tenacity and slow resist NEW! Active: Target a single enemy champion, large monster, or epic monster to gain Rolling Thunder's maximum movement speed for 4 seconds, and throw that unit behind Volibear when close enough, dealing physical damage and applying on-hit effects. Lose Rolling Thunder's passive while on cooldown Maximum bonus movement speed: 15/17.5/20/22.5/25% -> 60/90/120/150/180 flat Continual movement speed ramp-up time: 5 seconds (12/18/24/30/36 per second)
Frenzy (W) Slower to build up, but provides more potential attack speed at early ranks, can be used more often in fights, and provides sustain for when his passive is on cooldown Cooldown: 18s -> 15s Attacks needed to enable W: 3 -> 5 % Attack Speed gained per stack: 4/8/12/16/20 -> 4/6/8/10/12 (Maximum % attack speed gained: 12/24/36/48/60 -> 20/30/40/50/60 Stack duration: 4s -> 3s NEW!: Heals Volibear for 50% of the pre-mitigation damage dealt by its active ** Majestic Roar (E)** Reworked into a chasing tool with ~50% extra range and attack speed reduction against his enemies Cooldown 12s -> 16s Mana cost: 60/65/70/75/80 -> 50 at all ranks Cast type: instant -> aimed Cast range: Cicular with radius 425 -> Cicular segment (cone) with radius 640 and _angle_67.5 NEW effect: Affected units also have reduced attack speed equal to 50% of the reduced movement speed
** Thunder Claws (R)** Early cooldown hit to shore up some power budget, with a little bonus while using the spell added Cooldown: 100/90/80 s -> 140/110/80 s NEW!: While active, gain +50 attack range
did someone say bear?