Remove the movement speed from Tri Force

ShadowArchon·10/24/2018, 8:08:02 PM·2 votes·857 views

I get it that community finds ultra mobile dps burst tanks like Jax and Irelia balanced or even in need of buffs, but I think no more free move speed out of the blue should f*cking compensate since they will still have:

  1. Braindead tankiness;
  2. Braindead burst damage;
  3. Braindead dps;
  4. Braindead dashes;

I wouldn't allow such champs get past 370 movement speed.

I don't think a freakin JUGGERNAUT should have more mobility than a carry or worse ...an assassin.

5 Comments

EbonyBladeJ8810/24/2018, 8:40:33 PM1 votes

Putting a movement speed cap on a particular class or group of classes (You mention Juggernauts, Divers and Skirmishers, as Irelia is a Diver and Jax is a Skirmisher, and because you don't mention any specific member, I assume you refer to the Juggernaut class as a whole) is a very unfair and one-sided change.

For example, it would make Juggernauts useless, as very few, aside from Urgot , Aatrox , Illaoi and Shyvana have any dashes. The rest either have CC or conditional MS boost in their kits that they have to use to get to, and stay on, a target. Most of them have to use that CC or conditional MS boosts JUST TO GET ON A TARGET in a lot of situations.

Divers, like Irelia and others wouldn't be quite as bad off, as they have their dashes/jumps/blinks or what-have-you to get on targets, but even then, if said target has some form of disengage, and the Diver has to use their engage just to get on them, only to be booted away immediately following, they wouldn't be able to do their job much better than the Juggernauts.

Skirmishers like Jax would probably fare just as good, if only SLIGHTLY better than the Divers because of their shorter ranged, but also lower Cool-Down dashes/blinks/jumps, as well as their conditional defensive measures (Like Jax has his Counter Strike E) but, just like the Juggernauts and Divers above, they are just as susceptible to disengage, and can be booted away.

The idea that items like item 3078 and others that grant movement speed (Such as item 3742 , item 3800 and I'm sure there's more I'm forgetting) are intended to be there for those classes to provide ways, through wise use and itemization, to off-set weaknesses in each of these classes, just like the other classes have their own specialized items. item 3147 , item 3814 and more are for the Assassins, for example. Mages have item 3157 , Supports have item 3190 or ADC's have item 3140 and its upgrade item 3139 .

In conclusion, if you were to remove those items, or implement a MS Limit/Max in the game, you would have to apply it to ALL CLASSES. Putting something on one class or a small group of classes or champions is extremely biased and detrimental to the enjoyment of the players of those champions.

Doge202010/24/2018, 8:45:46 PM1 votes

Well then CC the person and walk away so they can’t AA you to get the MS lol. It helps me on Nasus to stick with the enemy because I get kited so much!

And btw: I just looked at your match history and you have never played any juggernauts or triforce users on this current patch. Idk if you have another account but from what I see you have almost no knowledge about how juggernauts work. These divers and juggernauts that you mentioned only have one gap closing ability, and they usually have very high cooldowns after the dash is completed (jax/xin) or if the champ messes up the combo and the dash doesn’t reset (Irelia). They need the MS from tri to help with sticking to a target. And as a Xerath and Swain main you aren’t usually in the front line, so you usually have a ton of time to react and CC a diver/juggernaut that gets onto your ass.

Now before you rant on me with some BS excuses, I recommend you play some of said triforce user champs. You will quickly find that the MS is barely noticeable and actually doesn’t matter a lot in a teamfight where you (as the juggernaut or diver) will get hard CC’d a lot. Try nasus or Darius into a team with either a shit ton of peel, dashes or CC (hard and soft).

Doge202010/24/2018, 9:10:28 PM1 votes
  1. 250 health sure is some nice BrAIndEaD tAnKYnEsS.

  2. Sure spellblade is a powerful passive, but it only scales off of the user’s BASE AD. So usually that is only around 200-250 extra damage. Now that does sound a lot, but that is in compensation for the overall low amount of stats that Tri has. (Some of the stats are pretty good, but on average the amount of effective stats that tri brings is sup-par to a lot of items)

  3. That DPS is again from spellblade (which btw there are 3 other items besides tri that share this same unique passive). This “DPS” is taken advantage of on-hit users and champs that have very low CD on one ability. Jax comes to mind but he already has very good 1v1 potential with just R and also with only Rageblade; I personally think that a Jax with Rageblade is more of a threat than a Jax with triforce lol.

  4. I ain’t gonna answer because that has nothing to do with the entire group of effective Tri force users. It only relates to a very small portion of divers and juggernauts and your suggestion is very biased and bad.