Why does kled get over 1k base health on pretty much every champion just for existing?
Thats something ive never understood.
"but hes melee and hes supposed to all in".
Yeah so does riven and she doesnt get over 3k health as a BASE at lvl 18...
Thats something ive never understood.
"but hes melee and hes supposed to all in".
Yeah so does riven and she doesnt get over 3k health as a BASE at lvl 18...
kled's problem isn't his health
kled's problem right now is his laning phase that is too general like fiora making him able to win/going even against almost every toplaners kind of like how renekton was from 2013 to 2015 and from the 2017 to 2017 which is right now
first nerf he should get is not being able to cast Q while dashing, because you know counterplay just like how graves animation cancelling was removed
Kled's base health is so high because he is melee with no sustain, shield, or increased resistances. It's also why he gets a huge heal when he remounts (which is something I'd like to see changed).
Kled's base health is so high because he is melee with no sustain, shield, or increased resistances. It's also why he gets a huge heal when he remounts (which is something I'd like to see changed).
Man, I sure hope they don't give Fizz 3000 base hp due to that logic...
By the way, he does have a shield. And if getting it at level 6 doesn't count, then Jax should have 3000 base hp as well.
[{quoted}](name=Fed by Snu Snu,realm=EUNE,application-id=3ErqAdtq,discussion-id=XZR9B8xi,comment-id=00010000,timestamp=2017-05-14T17:13:52.591+0000)
Man, I sure hope they don't give Fizz 3000 base hp due to that logic...
By the way, he does have a shield. And if getting it at level 6 doesn't count, then Jax should have 3000 base hp as well.
Fizz takes less damage from basic attacks. Jax has an ability that lets him dodge basic attacks.
I apologize for the list I gave not being all inclusive.
Also, just to be preemptive, there are some melees that don't have anything. Riot sometimes allows melee assassins to not have anything.
Fizz has his passive for damage reduction. On top of I-frames during Playful/trickster.
Jax has his Counter-strike to dodge damage as well as the resistances from his ult.
Kled's base health is so high because he is melee with no sustain, shield, or increased resistances. It's also why he gets a huge heal when he remounts (which is something I'd like to see changed).
So Kled has bad sustain, but instead gets all that health in base health instead?
???
Makes no sense. At least other champions have to work for their heals, and they're harder to burst down.
Kled isn't other champions. He's Kled.
Kled isn't other champions. He's Kled.
Yeah, and honestly Kled's concept was a bad one, especially combined with a statcheck kit.
His entire theme was all-in'ing. He's very good at that, but much (read: all) of his damage is targeted or impossible to miss (EQ), allowing for no room for error because he simply can't fuck up mechanically. This means if he ever gets the slightest bit ahead, he can and will dive you under your tower from 100-0, with nothing you can do, because he's doing exactly what he's supposed to: all in, statcheck, win the statcheck. Not only that, he's amazing at forcing those statchecks.
Kled has very little room to outplay, for him or his opponent. That's what makes him so frustrating to face.
His Q and E are not targeted and can miss. Though that animation cancel combo could use some tweaking.
Fighting him when his W is off cooldown is the best chance you have. Not fighting him when he's unmounted means he'll either have to back or last hit a massive amount of minions to get Skaarl back, making him very vulnerable for a gank.
His Q and E are not targeted and can miss. Though that animation cancel combo could use some tweaking.
Exactly
Fighting him when his W is off cooldown is the best chance you have. Not fighting him when he's unmounted means he'll either have to back or last hit a massive amount of minions to get Skaarl back, making him very vulnerable for a gank.
Kled's Q makes it pretty tough to force fights on him - it does high damage and CC's you inside his minions, meaning you lose the trade anyway. And if you take too long, he can easily catch you while you dissengage
It's not too hard to break the tether. Granted it becomes harder with the animation cancel, which is what should be addressed.
Kled forcing fights seems no different to me than Riven or Yasuo starting fights.
Lets make him invulnerable while were at it just so he can #outplay you with his skill xd
Because he can't actually build health on himself, only Skaarl. He has the health bars of two champions, but can only build for one.
And since the only way for him to get it back is by fighting people (which can be difficult if your opponent decides to do the smart thing and just not really fight you when off your mount) he gets a more permanent defensive mechanic than other skirmishers (Riven, Yasuo, Fiora, etc) who have defensive mechanics that they can use more often.
If they made Kled get Skaarl back easier (like killing minions grants more courage) then they could probably reduce Skaarl's base health (though you'd see him a lot more).
This is just how I see it anyway.
Because he can't actually build health on himself, only Skaarl. He has the health bars of two champions, but can only build for one.
And since the only way for him to get it back is by fighting people (which can be difficult if your opponent decides to do the smart thing and just not really fight you when off your mount) he gets a more permanent defensive mechanic than other skirmishers (Riven, Yasuo, Fiora, etc) who have defensive mechanics that they can use more often.
If they made Kled get Skaarl back easier (like killing minions grants more courage) then they could probably reduce Skaarl's base health (though you'd see him a lot more).
This is just how I see it anyway.
The problem is that it gets really hard to get Kled off Skaarl in the first place, which makes him snowball a million times harder. And in a teamfight, just getting him off his mount isn't enough, because he'll remount if you don't finish him.
It's really hard to catch Yasuo or Riven. It's really hard to kill Tryndamere or Kayle when they have their ults. It's hard to kill Fiora when she counters your stun.
Skirmishers are hard and frankly annoying to kill.
It's really hard to catch Yasuo or Riven. It's really hard to kill Tryndamere or Kayle when they have their ults. It's hard to kill Fiora when she counters your stun.
Skirmishers are hard and frankly annoying to kill.
Skirmishers are hard to kill because they avoid or block your damage.
Not because they facetank it.
Kled is more of a juggernaut bruiser. He's mobile, unless he's up against multiple targets, where he won't be able to gapcloser multiple times like Trynd or Riven or Yasuo or Fiora. He does a lot of damage, with very short range. Once his E's down, he's very vulnerable to being kited. He doesn't juke your damage (except by accident by dismounting), he facetanks it. He's like a Vi, with weaker CC, more DPS, and less burst.
Kled is a skirmisher with a defensive mechanic he doesn't have much freedom over.
Read Kled's champion insights or champion reveal. When they say he's a skirmisher, it links him to the subclasses blog, which means they are designing him as a skirmisher.
Skaarl is his windwall.
Because building health and resistances only affects Skaarl. He isn't considered 100% max health even if he has full Kled health but is dismounted meaning max health damage and missing health damage is extremely effective against him. His only damage is tied to his W which is on a cooldown which automatically starts the second he autoattacks something, meaning he can't just hold onto it however he wants unless he literally wants to have to give up AAing altogether until he fights. And once he's off Skarrl, he's a free kill. He isn't going to get his mount back against any smart team in any amount of time under like 10 seconds or more.
I think Kled still gets resistances.
kled should've never been released imo
his entire kit just doesnt really make sense
Because most champions don't lose half their kit and auto attack damage when they get below half health.