What type of changes is Garen gonna be receving Pls tell me Rito plissss
im so interested that my favorit beyblade is getting changes but i have no clue what are they even directed to (E-W-Q-R )? if you have any speculations please tell me !!!
im so interested that my favorit beyblade is getting changes but i have no clue what are they even directed to (E-W-Q-R )? if you have any speculations please tell me !!!
Garen should get innate crit that way
becomes more viable on him
tank should become optimal Garen build
[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=XkLTFGwA,comment-id=0004,timestamp=2016-11-22T14:18:05.874+0000)
Garen should get innate crit that way
becomes more viable on him
![]()
tank should become optimal Garen build
this would also be a possibility. though as much as i like it, i dont think just buffing his damage would change the issues he has in the long run.
really it feels like his general problem is, he cant stay in fights like other juggs can, but is designed around dealing sustained damage.
even if he gets into melee range of his desired target, its either taking him down in one ability rotation, or getting killed while the spin is on cooldown. that concept makes him even in what is supposed to be his success scenario incredibly unreliable.
plus, hes forced into a hit and run playstile to attack, retreat, regenerate and reengage as a relatively slow champion. that doesnt work out very well.
ya i have a big issue with him not rly doing too much when his spin is down.
HOWEVER, giving him more incentive to build IE with innate crit does give him a reason to stay in fights; he can fill the cooldown periods with auto attacks.
[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=XkLTFGwA,comment-id=000400000000,timestamp=2016-11-22T14:30:36.194+0000)
ya i have a big issue with him not rly doing too much when his spin is down.
HOWEVER, giving him more incentive to build IE with innate crit does give him a reason to stay in fights; he can fill the cooldown periods with auto attacks.
good point.
edit.: also keystones
he still has not decent synergy with any keystone. even if grasp wasnt terrible right now, it is awkward since it forces him to auto attack a slight bit too much. if the cooldown was 5 seconds or 6 seconds on grasp and the impact appropriately larger, then it would be a bit more comfortable to pick up.
right now i just run thunderlords cuz nothing else is any good
would be nice if his spin was given special synergy with fervor. but i'd settle for grasp just being buffed
Armor shred on his E, similar to black cleaver, is being tested.
Wait when did they say they were changing Garen.
id personally either focus on his passive to get a scaling change, and to be additionally changed to work in and out of combat. to make it generally more versatile.
they said they wanted to add a mechanic to his spin. more important than the armor shred (which you can comfortably buy with cleaver) would be for him to get some staying power to survive extended trades imo.
- passive changed to regenerate a % of his missing health per second. still deactivated when he takes damage by anything but minions (9/6/4 sec cd)
- for each enemy champion hit by a tick of his spin, his passive activates for .5 seconds when the spin ends (up to a cap of ~5 seconds which is enough to bridge the time between his spin ending and coming off cd at 40% cdr, if he gets a full 10 spin ticks on an opponent)
early game this doesnt make him overwhelming, since the spin doesnt apply a lot of ticks to stack up the regen, and due to the general scaling change to % missing health regen being strong when he struggles, but weaker when hes not.
it would also add some decision making to his kit without making him generally more complicated to play. if you stack up the regen and take a lot of damage, you can decide to cancel the spin early to regain some health, but you stop dealing damage yourself.
his lack of in combat sustain forces him into a hit and run playstile which conflicts with his general theme, and his role as a sustained damage dealer. hes not a mobile skirmisher who can dive in and out of combat reliably enough to make the playstile really work for him.
or go all out on his identity to be the tankiest juggernaut, change his w passive to infinite scaling to make him hyperscale into lategame and justify a weak early game.
.3 armor/mr per stack until 15 resists (at 50 minions instead of the current 60) .2 armor/mr per stack until 30 resists (at 125 minions instead of the current 120) .1 armor/mr per stack without cap (50 armor/mr instead of 30 by lategame at 320 units killed)
id actually like to hear the thoughts of whoever is in charge of working on garen about adding a sustain mechanic like that to his kit.
ill bumb this for visibility. maybe a a red will answer.
i thought they were giving him 7% Armor shred on his E
i thought they were giving him 7% Armor shred on his E
instead they should add 5% max armor shred to cleaver, add 200 hp and remove 20 ad imo. making it into a better fighter item instead of being cost effective for adc and assassins aswell, would help more juggs than just garen.
Idk about that. That's a pretty harsh nerf for Fiora. He's getting something like 21% Max armor shred on his E ontop of cleaver. It's going to be pretty good.
Idk about that. That's a pretty harsh nerf for Fiora. He's getting something like 21% Max armor shred on his E ontop of cleaver. It's going to be pretty good.
fiora has other options for ad and cdr

i dont doubt that adding armor shred to his spin is a strong buff. but i think he has bigger issues than not being able to shred enough armor with a cleaver alone.
it still doesnt fix the entire "kill the enemy in one spin rotation, or get rekt" problem.
I really like the balance that BC gives. It gives a solid amount of AD, Health, and pen. I feel like the change that you would give it would benefit tanks that build it, over actual fighters. Maybe Darius and Gnar too.