@meddler: id like to request some improvements for garen that help experienced players
##SPEED UP HIS Q ANIMATION WITH CHAMPION LEVEL
this is a big one, though not difficult to do.
quick auto attack animation cancel combos with his q used to be a staple on him before his visual update back in season 3 nerfed the animation on decisive strike. (i always thought visual updates shouldnt affect gameplay, yet it somehow managed to nerf the champion).
while i understand that a slow q animation adds counterplay to garen in lane, by giving his opponents extra reaction time in situations where they cant avoid dealing with him, its one of the most limiting factors of his kit around mid and lategame. any time you want to interrupt an enemy ability, or you want to make a play on an out of position opponent, it takes a small amount of extra time to execute the animation.
extra time that gives enemies the opportunity to cram in an exhaust, a shield or a heal. or a mobility tool to get them out of range. it seems like a small issue, but when playing the champion youll notice that its really frustrating and often prevents you from taking opportunities you should be able to take. at worst it effectively punishes you in situations where you should be rewarded for quick reaction times (cancelling or preventing an enemy ability immediately like
ult or shunpo).
edit: allow him to activate his W during his q animation! right now this isnt possible and it makes his q even more awkward!
##REDUCE THE DEACTIVATION TIMER OF HIS SPIN FROM 1 SECOND TO 0.5 SECONDS
this might not sound like much, but it would help with preparing caster minions for lasthitting under the turret in lane. a single spin tick on the backline minions prepares them for lasthitting early game. but two spin ticks are too much. its difficult to use the spin to prep caster minions because of how you cant cancel it right away after applying a single spin tick.
##IMPROVE THE A.I. OF HIS VILLAIN MECHANIC
right now the way villainy tracks carry threats on the enemy team is by checking which enemy champion has made the most kills on garens teammates within the last 5 minutes. obviously this isnt enough of a metric to single out the largest carry threats. the mark often lands on an entirely wrong target.
you have the tech to track so many stats in the game.
champion dps, total gold value of their stats, total gold per champion, burst spikes of single abilities, buffs (red/blue), damage mitigated (the largest threat CAN be an enemy support if he criples your own team too much), and so much more. if someone would sit down and just work some more factors than champion kills into the ability in how it choses its target, then it could be improved by a LOT.
's Q. Before the Juggernaut Update back in 5.16 (I think it was 5.16), his Q was instant. Then, when that update rolled along, it was given a small "Wind-Up" time, let's call it. According to the tool-tip it's a "Short Delay" and the LOL Wiki says it's a 0.75 second delay before he swings. Since he and Garen are often compared to one another, I like to think of
's Q animation as the "Wind-Up" time similar to the case of Darius' Q. I think it's been said before, and probably will continue to be said, but the Animation time, or "Wind-Up" time as I call it, is meant to provide a form of counter-play. If the enemy can react fast enough to interrupt, then I suppose they deserve their chance at retaliation. If not, it's on their own heads for NOT attempting to interrupt the Garen as he strikes.