courage (passive): scaling changed from 0.25 armor/mr per unit killed with a cap of 30 to
0.4 armor/mr per stack until 10 resist 25
0.3 armor/mr per stack until 20 resist 34
0.2 armor/mr per stack until 30 resist 50
0.1 armor/mr per stack without a cap
context: slightly faster ramp up (11 minions less to reach 30 stacks compared to now; 109 instead of 120) to improve his early game. makes up to 50 resistance total at 309 cs in case youre just powerfarming the entire game, which is still very reasonable. should improve his very lategame. also, potential infinite scaling is fun.
if its too much power early on, this could also be done with a different split. like
0.3 per stack until 15 resists
0.2 per stack until 30 resists
0.1 without cap
puts the total minion count at 125 instead of 120 (current) to reach 30 resist, but 15 resist at 50 minions instead of 60.
judgement: 33% damage increase against isolated targets changed to
33% increased damage when garen hits enemy units with the outer edge of the spin.
http://i.imgur.com/r34pXsF.png?1
context: this has multiple reasons. his spin right now is probably the weakest ability in his kit during the early game. auto attacking deals actually more damage than hitting a full duration spin, unless you assume the target is isolated, which almost never happens in lane trades. this is why garen mains are actually maxing q in lane right now, as it deals the same damage as a full spin, but frontloaded, and grants additional utility.
this change should guarantee that garen would be able to make use of his damage amp slightly more often through proper positioning, and put the spin at least on par with maxing q in lane.
i also think, that while the isolation damage was not a bad idea at first, it doesnt really work out for him. it kindof defeats the idea of a juggernaut who wants to get into the middle of the enemy team and deal as much damage to as many targets as possible. it was intended as a counterplay mechanic in lane, but just feels overall clunky.
right now garen is reliant on the target to be isolated, while the enemy champion is reliant on having minions around to not take the full spin damage. which is weird when it comes to the midgame in skirmishes outside the lane. the mechanic is also lacks clarity really badly. how many people even know that garen deals more damage to an isolated target?
with the mechanic ive proposed its easy to make a visual indicator for the zone in which the spin deals more damage (very similar to darius q). of course the optimal way to fight garen is to stay out of his spin range altogether, and fight him when the ability is on cooldown. however in case thats unavoidable in a head on confrontation, the way to mitigate some of the spin damage would be a lot more clear than it is now.
the good part is, that this would add a layer of complexity to his kit, that would allow practised garen mains to get more out of the champion than people who are entirely new to him, without changing his general playstile or making him more complicated to play.