Why is Villainy still in the game?

Moody P··1 votes·1,037 views

Every time I play as or against Garen I am reminded of how stupid this mechanic is and how much it mucks up my ability to enjoy this champion. I don't know anyone who likes it. Its not fun to only be threatening to one guy who, if they're ranged, you can never actually flex on without your flash. Its not to fun to be punished with the feeding Garen suddenly obliterating you because you had the audacity to be doing well and also exist in his general vicinity.

Surely there is a better gameplay hook for Garen than getting to cheese people with true damage any time you get marked for being good at the game. Can you please look for that?

7 Comments

Tormentula3 votes

Moody P: yo can we remove the villain mechanic on garen and balance him around some kind of different mechanic thats more engaging and consistent?

Riot: instructions unclear, villain mechanic is more exciting now, garen's ult gains 1000 units of range if the target is the villain and also blinks to their position.

Everyone: dafuq is wrong with you?

Riot: Fuck you're right... we forgot to include the shield he gets when he blinks, we'll micropatch that back in tomorr- its in.

Moobeat: Dark Star SKT T1 Project Slumber Party Reverse Popstar Garen is now on PBE!

sîñ1 votes

{quoted}

Moody P: yo can we remove the villain mechanic on garen and balance him around some kind of different mechanic thats more engaging and consistent?

Riot: instructions unclear, villain mechanic is more exciting now, garen's ult gains 1000 units of range if the target is the villain and also blinks to their position.

Everyone: dafuq is wrong with you?

Riot: Fuck you're right... we forgot to include the shield he gets when he blinks, we'll micropatch that back in tomorr- its in.

Moobeat: Dark Star SKT T1 Project Slumber Party Reverse Popstar Garen is now on PBE!

strangely accurate

fabfan1 votes

as a Garen main I hate this mecanic because it take the biggest part of Garen's power budget and that the reason why Garen get a trash early game... for a stupid mecanic that he can't even control....

Riot blautoise "leak" on his stream that they will remove it but we don't know when and we don't now if they planned to do something on Garen after removing it.

Ralanr1 votes

Logically they’d have to replace it with something. Safest bet would be better stats.

Critmaster Garen2 votes

{quoted}

Logically they’d have to replace it with something. Safest bet would be better stats.

i could do away with the semi randomized true damage on the ult.

but id like if they kept the 1% max health true damage on spin ticks and auto attacks and put it on a different trigger, to still have it keep counterplay. only, that hed be able to access it against anyone, and not just the villain. because this mechanic gives him some level of base damage on very tanky builds that allows him to be a juggernaut. at the same time its not as excessive as fioras or vaynes versions, because at lvl 16 its 10% over 3 seconds instead of 14% in half a second.

honestly, just put fucking item 3005 or the impaler into his kit.

atmas impaler was THE garen item, and part of what made him feel like a juggernaut while it existed.

here are a few variants to replace the villain mechanic:

Option 1: garens w passive now also grants critical strike chance per stack (up to 50%). his ult passively grants 1.5%/2%/2.5% of his maximum health as bonus ad.

just straight up atmas impaler instead of villainy, which allows him to ramp up as a carry over the course of a game. brings item 3031 back as a viable item into his core build.

you could do something like this: item 3031 item 3071 item 3053 item 3065 item 3742 as a viable build.

his q would have to be normalized with a flat damage scaling based on crit chance (similar to ashes passive), to not create random mega crits early game on a handful of stacks, but thats about it. the spin itself already normalizes crit.

or keeping the 1% true damage tied to an atmas reckoning passive.

Option 2: his ult now passively grants 0.5% + 0.5% of his maximum health per second in combat with enemy champions, turrets or epic monsters as bonus ad, up to 2.5%. at 5 stacks, garens basic attacks and spins additionally deal 1% of the enemies max health as true damage.

there are a lot of options here, to work bonus stacks into the mechanic for every x spins on enemy champions, which would reward him for spinning into 5 people by almost instantly activating the passive, or an immediate activation/timer extension for a successful execute with the ultimate.

im sure they can come up with something good here.

make isolated spins count as single target spell damage, so we can pick spellvamp runes, or death dance for sustain ourselves, so we can build into some source of in combat sustain if we need it, and the champion is perfectly fine.

fabfan1 votes

{quoted}

Logically they’d have to replace it with something. Safest bet would be better stats.

I really hope something on his E because since the juggernaut rework we have 0 reason to max ths spin.

Like Critmaster Garen said Riot can really make something good on Garen (without make him busted in low elo, they already did that in the past with Warwick's rework).

Critmaster Garen2 votes

{quoted}

I really hope something on his E because since the juggernaut rework we have 0 reason to max ths spin.

Like Critmaster Garen said Riot can really make something good on Garen (without make him busted in low elo, they already did that in the past with Warwick's rework).

i dont even think the way the spin scales currently is bad, but what they could do is make ranking up the ability a bit more impactful.

like 1 extra spin at rank 3 and rank 5 would probably be enough to make the ability worth ranking up over q and w in some matchups. or alternatively they just straight up increase the ad scaling/rank again.

one of those is something that should happen either way imo independent of the villain mechanic.

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