High damage, high defense, and high healing is fine for a PVE game.

The Ecdysiast··1 votes·357 views

Edit: for any idiots thinking I'm talking about items, I specifically lay out the fact I'm talking about the class's KITS.

A class that has high damage, defense, and healing all on its own is perfectly okay in games that give you the option to chose between solo play and squads. Why? Because you're fighting AI-controlled enemies, not other people. So it doesn't matter if you have all those strengths. When you're in a party, the other players will only be glad to have you. When you're alone, you can take on hoards of enemies solo. There isn't anyone you're being unfair to.

Such a class does not work in a PVP game like this one. The "hoards of enemies" it takes to fight you are 2-3 other players from the enemies' 5-man team. It's unfair to the opposing team if 3 players are required to kill you, leaving only 2 others to fight your 4 teammates on another part of the map.

If you earned that strength through your skill and calls, then such a situation is fine. If you're 12-0 then it should by all means take 3 enemies to kill you. But a class designed to require a 3 on 1 even when they aren't doing great is not fine. Likewise, champions should not be able to go 12-0 simply due to large AD, HP, Armor, Low/No Mana Costs, and Healing advantages and easy-to-use abilities in the early game. Evidence you can find on any LoL stat site shows that despite easier abilities, these champions don't pay for it at ranks where higher-skillcap champions shine. They're just as strong, and in some cases stronger despite their easy nature.

Riot attempts to balance this with medium range and a "lack" of mobility. But Stormraider's Surge and Black Cleaver completely negate this weakness the moment you attack an enemy. And many ranged champions' max range is shorter than the CC range given to this class. So the supposed weaknesses are far too easy to overcome.

No other class in the game can so easily overcome its weaknesses. In fact, in the past items have been nerfed for being too good at covering their users' weaknesses. Rylai's was providing too much health, damage, and a slow to cover the class's generally squishy nature, and intended choice of Rylai's slow over more damage. Sated Devourer completely ruined the balance of 3-hit passives by making them 2-hit. Deathfire Grasp provided far too much extra damage to mages and AP assassins whether behind or ahead, covering their weakness to enemy heals and shields.

The class really shouldn't have innate sustain on top of both killing and staying power, but if that is to stay then Stormraider's and Cleaver's Rage passive need to be nerfed or removed.

6 Comments

XOmega WarriorX4 votes

Git gud

The Ecdysiast1 votes

Leave it to the EUW to make senseless comments and not provide anything to a discussion.

King of Demons1 votes

You realize that glass cannons are a thing in literally every game with a fighting aspect, right? Hit hard, but if you get hit you die fast.

Sustain only works over a time span. You don't burst heal to full, though two crits at full build with lifesteal on a minion might come close to that. But your survivability is entirely reliant on you positioning perfectly and your team providing you some protection. It's fine, because it's a team effort. Like in an MMO where your tanks and supporters make sure the damage dealers can do their job.

Saying that Stormraider's or Cleaver have anything to do with that is beyond hilarious to me. Cleaver? It's already halved for ranged champions and the ones that do build it, Lucian and MF, don't really buy it for the speed lol Lucian maybe, since he can chase better with his ult alone.

Stormraider's is not something any ADC would ever take, so were you complaining about a different class after all?

FireDrizzle1 votes

I thought he was complaining about juggernauts not adc, like any juggernauts are strong(unless you count Cho).

The Ecdysiast1 votes

Juggernauts are consistently second place, right behind whichever champions happen to have been buffed by current patch changes. And their winrates are skewed by the nature of their counters. They have 55-60% winrates against the majority of opponents, but their winrates tank down near 35-40% against their few counters. The relatively even average is due solely to the 50/50 chance your opponent gets to pick second. And that's not how the game should be. Champion picks shouldn't decide the match that hard.

The Ecdysiast1 votes

Wasn't talking about ADC. And you're being pretty stupid if you're going to begin your comment with "glass cannons" when I SAID high defense.

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