Why nerf Warwick???
Ok, so I am sure some would argue that Warwick with new tools in his kit is going to be "better" than live Warwick, but in every imaginable sence of the word, I can only se the rework as a huge nerf. We are talking about a champion with under 2 % pick/ban rate, and while I am confident that will increase from the simple fact that he is going to be a "new" champion, there are several arguments that live Warwick is stronger in every sence of the word than reworked Warwick.
Well let us look at his kit:
Passive (nerf):
Current passive give you 3-16 extra damage on hit stacking up to 9-48 extra damage and heals you. New passive gives you 10-44 extra damage on hit, and only heals you when you are below 50 % health.
So the numbers have less scaling, but the fact you do not have to stack it give you a bit more burst. However the fact that you only heal up to 50 % of your max health is a HUGE nerf to Warwick with the way he works as an autoattacker...
Q (Burf):
The base damage have been altered. The fact that it now scales from AD rather than AP is a small buff, since AP Warwick is not a thing. It also now procs on-hit, which is a significant buff. The fact that it now have a short gapcloser IS a significant buff to his overall kit, but...
The nerfed part is the scaling of the ability. The base % health damage on champions have been decreased from 8-16 % total health to 6-10 % total healh. As well have the healing been reuced from 80 % damage at all ranks to 30-70 % damage healed...
The reduction in mana costs was very needed, but it does not change the fact, that in terms of dualist potantial, new warwick will flat out lose out to live Warwick in terms of his q's damage and healing.
Blood sence (Nerfed):
While live Warwick gets movement speed when in range of low health health targets, new Warwick gets OUT OF COMBAT movement speed. What this meens for Warwick is that:
- Any team mate of your target or your target yourself can hit you and remove your movement speed buff making Warwick much less likely to actually reach your target.
- Once you do reach and hit your target, you also lose the additional movement speed, making Warwick much less sticky. Yes it is somewhat compensated for by gabcloser on q and fear on e, but I still find it insignificant compensation.
Furthermore the graffics on bloodtrail and as well as it no longer being a toggle ability/revealing your position will make the champion more assesable and beginner friendly. However the experienced Warwick player loses a lot of power from his useage of blood sent.
Attackspeed buff/w (Burf):
While it have become a passive against low health targets, meening allways active is a buff in situations with plenty low health targets, the old activatable would make you an extreme dualist and synergiced amazingly with his passive... I guess if both you and your target is low, that synergy is still there, but initiating a dual full health v full health is no longer a viable option for a warwick against opponents which are currently close to even in dualist potential. I don't consider it a nerf, but it deffo not a buff either.
New ability e (buff):
This is what will give Warwick slightly more early game potential, while also helping you to potentially peal better or split up a team fight. It counters peal really well, if you have the damage to burst your main target, so it is a rather significant buff to his overall potential in ganking pre 6 and in team fights.
ULT (NERF):
Now I do get the fact that new ult will have longer range or at least potantial for longer range. New ult can also be used as an escape tool (for a splitpushing warwick). But the idea with warwick imho is to lock down a priority target and/or kill someone. In this regards his ult is nerfed to pieces:
- reliability: The fact that it is now basicly a skillshoot meens that you can easily fail what is still the main part of your kit.
- reliability: The fact that it can be body blocked... Well need I say more? As if Warwick wasn't allready easy enough to peal?
- lock down: supress duration have been reduced from 1.8 to 1.5 seconds.
- Damage: The base damage have been sligtly increased, but the scaling have been nerfed to pieces.
from 200 % AD on live warwick to 165 % on reworked warwick and much more significantly from 5 onhit procs to 3 on-hit procs. Now that meens less damage from the passive and more significantly one on-hit proc effect from the list (Bork, WE, Bloodraiser, red smite, red buff) will meen less damage on the ult. Since Warwick will almost allways ult with red smite, allways have bloodraiser, allmost allways have either WE or BORK and as a jungler often have red buff... Well, lets just say new warwick deals no comparable damage.
So what compensation does new Warwick have for this seemingly nerfed kit?
Early game ganker?
No. The fact is warwick still have no aoe to clear his jungle, meening he needs a tiamat asap. The attackspeed boost he used to get activatable is no longer there and his sustain from passive and q have been reduced. Optimal strat will be full clear, back and get tiamat. By the time you are in ganking position you'll likely be 6 with a less reliable engage.
Teamfighter?
While I would argue Warwick have been improved as a teamfighter, the viable build for Warwick in terms of him being a teamfighter would be close to full tank... Buuuut, compare him to other tank champions in the game: Poppy, Maokai, Gragas etc. He still just does not have enough in his kit to be viable. Other bruiser champions like Hecarim, Lee Sin, Vi, Shyvana among others have more in their kit for a team fight thn new Warwick does and the sad part is he propably doesn't even comfortably beat these champions 1 v 1 anymore.
Assassin?
No way. As in analasis above, Warwick have LOST damage and stickyness on top of reliability of his ult. If you wanna go assassin Warwick, I would pick live Warwick over the reworked one any day of the week.
Splitpusher?
Maybe. While he have lost a lot of his dualist potential, he might still be strong enough to be a viable splitpusher. As a splitpusher he have lost tower damage (from w active) and he have lost dualist potantial as mentioned. However, new warwick IS a lot more likely to escape a gank, not only can he fear any opponent close to him for disengage, he can also potentially ult to safety. The lack of waveclear can still be solved with a hydra, so I do se more potential for splitpushing on new warwick, that is if you have a lead. Old Warwick would dual anything on even, new Warwick, not so sure.
Now the final point of this analasis, with a nerfed kit in terms of both damage, sustain and reliability is Warwick then buffed significantly on base stats to compensate?
Well, the sad answer to that question is no.
At rank 18:
Live Warwick:
2259 health 120 AD 85.4 Armor
Reworked Warwick:
1995 health 109 AD 78.4 Armor
Riot thinks he might be "a bit" overscaled??? In that case current Warwick is the most OP shit in the game.