Overloaded Kits? Azir vs. Jhin
Hi everyone! I've seen a lot of discussion lately in regards to game balance that talks about champions having overloaded kits and I would like to turn this thread into a discussion on overloaded kits as a balance philosophy. When exactly can we make this claim that a kit is overloaded?
To start, I would like to compare Azir's kit as it was at the beginning of the year before it was nerfed for being "overloaded" with Jhin's current kit. I'm sure I will miss some pieces so if you guys could help me fill in these charts I would be very grateful! Let's try to be as objective as possible please. ^_^
Azir
Ability to damage towers quickly with his W (Short CD).
Can create a temporary turret in the ruins of any other (Long CD).
Shurima shuffle for high mobility.
Strong DPS if left alone, similar to ADCs.
Quick knock back in the form of his ultimate.
High burst damage from combinations of his W,E, and Q. ~
Can punish from long range. ~
Gap closer from the Shurima shuffle. ~
Good engages. ~
Good disengages. ~
Vision from soldiers.
Ultimate can be used to block a path for a short while.
Jhin Guaranteed critical hit every fourth shot. Bonus move speed after every one of these guaranteed critical hits. Long range root. Traps that slow and can do burst damage if you are in it's radius when it explodes. Long range ultimate with a critical on the fourth shot. Slow on each shot of the ultimate. Dancing grenade which scales up in damage with each kill it causes. Can punish from long range. ~ Good disengages. ~ Attack speed matches most other ADCs early game. ~ High late game auto burst. ~ Vision from traps. ~ Strong long range finisher. (Can catch low health champions running from the fight similar to Caitlyn with her ultimate.)
Edit: I'm going to denote the additions you guys added with this squiggly symbol ~. Also, to show where new Azir is at in comparison to old Azir I will use the strikethrough to show pieces of his kit he no longer has. Thanks for discussing guys! :D