The last 3 Juggernaut designs have been atrocious. Is there any guarantee of improvement?
Let's start from the first:
- Dog shit. The same dev who gave us reworked Sejuani, so I guess I shouldn't be surprised that his work is just going to make me upset. This guy might well qualify for the worst design we've seen in years, just on account of how utterly and boringly one-note he is at an incredibly generic role for fighters; splitpushing. He cannot tank, he cannot lock down, he's a mediocre duelist and he has the weakest summons in the game despite being the only one intended purely as a summoner. He is permanently shackled to minion waves and has to put disproportionately more effort into bringing his summons into play than it is to dismantle them. For all of his strengths being put into split pushing, he's not even the best, or even particularly good at it. His only defining feature is killing towers quickly. He cannot escape a collapse like better splitters such as Tryndamere and he cannot out-tank and counter attack like Nasus or Illaoi. His best and only trait is mediocrity, and he is the most obvious and painfully bad rework I've ever had the misfortune of laying eyes on. I can't even say he deserves better than what he's been given; I would hate to see what such an atrocious kit would look like if it were actually given consistent viability.
- Mediocre, and that's generous. With any criticisms of Urgot's design being shrouded under people shouting "SHOTGUN KNEES" and insisting that this somehow makes him unique, the truth is quite obviously opposite. Urgot is an amalgam of different Juggernaut traits and then given range. A generalist through and through, Urgot's only claim to fame is just being a better version of everyone else in his class. For as long as he's good, he'll continue to be the best, and as soon as he's not, he'll immediately fade out of relevance and nobody will care about him. Riot had to massively reduce his counterplay in order to make him function. Q and R had their missile speeds increased so high you can barely respond to them, he was allowed to move with R which now enables him to act as a Vanguard too, and then his passive went from generous cooldowns even in late game to basically having no real downtime - he's just constantly pumping out damage while he sits in the middle of a fight. All of this while also getting to exist as a lane bully for most top laners and also finding success as a flex pick in mid. Urgot manages to see pro play explicitly because he was designed to.
- Terrible. Just like Urgot, Aatrox does not have any meaningful, defining niche. He is just Aatrox and he does things. A ridiculous amount of disruption and range with no real abusable downtime - if Aatrox does not want to fight, then you will not fight him. The only meaningful counterplay to Aatrox is the person playing him being bad. Aatrox maintains popularity by appealing to the most mundane, lowest-common-denominator fantasy of being a big badass with a big weapon and deleting everyone that steps next to you. Like Urgot, he quickly gets to a point where he has almost no real downtime; he's just spamming Qs and Es non stop because his cooldowns stop mattering after his second finished item. Nothing really makes him stand out; he's not unique in any regard, and Riot knows this which is why he'll never get a nerf that matters. Like Urgot, Aatrox was designed to look cool in highlight reels more than he's designed for a specific function that makes him stand out among the roster. Especially stinging is the harsh departure from a much healthier original kit that had far more windows of power and interaction to it than the new one does; the shift from a melee-kiting mADC who could orb walk (an entirely unique trait to him and him alone).
The last three juggernaut reworks have left me with a growing sense of wariness for what the future holds. Is my class doomed for all future designs to just look good on the pro scene, generic mishmashes of preexisting champion niches so that they can make older champions archaic (and then Riot can say that they, too, need their VGUs)? Should I already throw in the towel expecting what I assume to be the next two reworks in the class - Volibear and Mordekaiser - with these 3 most recent examples already setting them up for failure? Will new and original designs also be generic-purpose champions that distract the easily-distracted with some shiny gimmick like shotgun knees? Or will they be doomed to stomping the piss out of Bronze players forever and being nerfed harder than champions who are crushing actual good players?
Compare this to old and slightly-less-new juggernauts. I will not say they are without flaws, but by and large they are far, far _ healthier for the game, with actual tangible counterplay and interaction as well as palpable niches that they can exceed in. Olaf is a strong counter to Juggermaw compositions and becomes an excellent response pick when those protect-the-carry metas become prevalent; a niche that no other champion can lay claim to. In addition he has abundant counterplay; his Qs are slow and can be avoided, denying him massive amounts of damage and sticking power, EVEN in close fights. He cannot correct his poor aim like Aatrox can "outplay" you by missing and then hitting you anyway. He does not automatically win because he got in melee range and he cannot deny you engaging upon him without a second thought; his only means of reliably disengaging a fight is burning his precious ultimate. Trundle is another good example; his contributions to his teammates in sapping AD and resists make him an excellent anti-bruiser and anti-tank, as well as making himself a sizable raid boss. When one-front line compositions get popular, there's no better pick but Trundle. Or even, most recently, Illaoi. She is the queen of crushing tank metas; when you see 1, or 2, or 3 tanks cropping up on teams, there is not a single_ better response to them among juggernauts or even most fighters than the woman who hits with enough raw damage that even a tank will find trouble surviving her.
I really hope that the recent releases are just a fluke in Riot's design philosophy and not an indicator of things to come. I want purpose and strategy in my champion picks, not some sorry excuse for "muhhh mechanikz" justifying them being able to do everything, and I'm going to be really upset if future juggernauts come in, and their only reason for existing is to just be even better juggernauts than the last ones.
counters immobile melees
counters attack speed reliant champions
counters mages, because he has a bonus mr steroid
counters cc