Glacial augment is nice and general, what if we gave it a niche?

Paroe··2 votes·1,072 views

One of the biggest problems facing melee champions is simply being in range to attack. Unless youre hyper mobile or mostly ability based you have a pretty hard time sticking to people to basic attack them.

What if glacial augment reduced its cooldown per additional basic attack against an enemy in exchange for its slow no longer increasing over two seconds? Unlike the precision runes, this change would be applicable to a wide range of immobile basic attackers; making it a viable contender over things like conqueror or grasp.

6 Comments

YuGiHo1 votes

i lake augment the way it is ty

Paroe1 votes

{quoted}

i lake augment the way it is ty

But the change would open it up to more champions and bring it up as a contending choice between damage and being able to stick.
Its also a nerf to champions who only proc it to land a spell like Ahri, because it exchanges the ramping slow for a reset mechanic.

Tahminatrix 1 votes

It still wouldn't make me pick inspiration again considering that tree doesn't give extra stats anymore now that the stats you get are no longer tied to the trees you pick.

Paroe1 votes

[{quoted}](name=Super Cow Swag,realm=NA,application-id=3ErqAdtq,discussion-id=d3yeO95s,comment-id=0001,timestamp=2018-11-25T23:52:31.912+0000)

It still wouldn't make me pick inspiration again considering that tree doesn't give extra stats anymore now that the stats you get are no longer tied to the trees you pick.

Fair enough. I know that on some champions id love more stick than damage though. Immobile onhit champions for one.

RIP Tahm Kench1 votes

I think most melee attackers don't get enough attack speed to have that change push it over the edge for them. This would push it more towards on hit ranged champs that just want to kite everything, like a Kogmaw with Hurricane.

I somewhat like the ramping slow as Tahm Kench; against people with escapes the ramp often works to my benefit. They will get in melee range and be hit once, waste their escape during the weakest part of the slow, and then the strong slow combined with approach velocity get me in range to Q them and then AA again for the second slow.

Paroe1 votes

[{quoted}](name=Thalm Kench,realm=NA,application-id=3ErqAdtq,discussion-id=d3yeO95s,comment-id=0002,timestamp=2018-11-26T00:41:06.772+0000)

I think most melee attackers don't get enough attack speed to have that change push it over the edge for them. This would push it more towards on hit ranged champs that just want to kite everything, like a Kogmaw with Hurricane.

I somewhat like the ramping slow as Tahm Kench; against people with escapes the ramp often works to my benefit. They will get in melee range and be hit once, waste their escape during the weakest part of the slow, and then the strong slow combined with approach velocity get me in range to Q them and then AA again for the second slow.

Would it really be so bad for kogmaw and kayle or maybe olaf to be able to keep people in range though? Youre either so far ahead you melt them or you have to let them go because youre immobile and cant keep up. Feast or famine isnt really a good thing.

The ramping slow is only... Like 10% more i think? Its certainly not a whole lot.

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