Land one ability and auto win trades...
And also be tanky enough that you can't be focused down. In what world are Blitzcrank and Thresh healthy champs? The cc is one thing, but the amount of safety in their kits is completely retarded.
And also be tanky enough that you can't be focused down. In what world are Blitzcrank and Thresh healthy champs? The cc is one thing, but the amount of safety in their kits is completely retarded.
Low ELO problems.
Although i admit blitzcrank (especially) and thresh are really annoying, they are not overpowered and cant do a single thing if they miss.
Blitz is more of low elo problem. But in plat+ Thresh is 27% (#1) play and Blitz is 10% (#7). They are really strong and auto win games at times.
They're incredibly easy to plan around because their big utilities are basically on-off switches-- it's clear when either (or Amumu or Nautilus, for that matter) have successfully pulled off their best work and neither leave their opponents a lot of time to react while possessing great resources for the followup.
What they don't have is much besides the followup; while Thresh is a different animal (we gon get there), both at least put a majority of work on their hooks-- neither can help but rely on it. Without the hook they have to improvise pretty heavily for anything but a defensive play, and it's a clear opening in both kits (such that Thresh even relies on landing it to manage the cooldown effectively).
I'd suggest taking time to play against them specifically and focus on how their hooks work, and how to best foil them (and who does it). When in doubt, a Banshee's is a good shot against both since they're both lacking ways to fake out the shield terribly reliably.
Of course, it might be the case that they have really good help who capitalize on their opportunities more closely than you do on yours. Sometimes, players are just more skilled or practiced.
Or dodge?
Or dodge?
You can dodge a million skillshots, but all they need is one and they win. It's stupid. Blitzcrank pull has like 900 range, and Thresh death sentence has 1100 range. Being able to engage from so far away means they're always safe. Too much safety and tankiness for such amazing engage abilities.
You can dodge a million skillshots, but all they need is one and they win. It's stupid.
Maybe that's the point? Every skillshot they miss is an opportunity wasted to make something happen, and a period of time for which your team can safely abuse the lack of threat from the hook.
Maybe that's the point? Every skillshot they miss is an opportunity wasted to make something happen, and a period of time for which your team can safely abuse the lack of threat from the hook.
Blitzcrank just runs away if he misses. It's impossible to punish him. And if you actually manage to catch him somehow he'll just silence u.
20 seconds of running away is like 3 or 4 minions of EXP that he misses. which means that your team now gets levels faster which can be abused if you pay attention too it. You also can zone the adc because 1 adc vs a support and adc loses. so he now has to back or die if you and the support play agressive.
Blitz is an unhealthy design by nature because he is feast or famine---an archetype that Riot has said before is one they are trying to move away from.
Blitzcrank is extremely binary in so much as...
He lands his grip and you either burn flash or likely are killed.
He misses his grip and you now zone them for 20 seconds while his Q is down and he's used a huge chunk of his early game mana pool and gimping his lane.
Not exactly what I'd call a healthy design. I think that's why so many assassins were changed the way they were. If they're ahead they are hard to kill, but not completely impossible like they once were. All or nothing just doesn't seem to be a great way to design a game.
Thresh, on the other hand, has so many other tools in his kit than just his Q that even if he misses it's not the end of the world.
[{quoted}](name=Scary Door,realm=NA,application-id=3ErqAdtq,discussion-id=hAwUR344,comment-id=0004,timestamp=2017-04-30T23:35:24.878+0000)
Blitz is an unhealthy design by nature because he is feast or famine---an archetype that Riot has said before is one they are trying to move away from.
Blitzcrank is extremely binary in so much as...
He lands his grip and you either burn flash or likely are killed.
He misses his grip and you now zone them for 20 seconds while his Q is down and he's used a huge chunk of his early game mana pool and gimping his lane.
Not exactly what I'd call a healthy design. I think that's why so many assassins were changed the way they were. If they're ahead they are hard to kill, but not completely impossible like they once were. All or nothing just doesn't seem to be a great way to design a game.
Thresh, on the other hand, has so many other tools in his kit than just his Q that even if he misses it's not the end of the world.
Exactly. Thresh is basically the Lee Sin of supports. And Blitzcrank is way too rewarding and safe for how easy it is to play him. A few nerfs are definitely required.
Exactly. Thresh is basically the Lee Sin of supports. And Blitzcrank is way too rewarding and safe for how easy it is to play him. A few nerfs are definitely required.
You can keep saying Blitz is too safe for what he has, and that it justifies nerfs for him, but you are literally the only person on the boards complaining about Blitz right now. That means one of two things, or both. He's not overpowered, or you need to learn how to deal with him
Blitzcrank/Thresh miss their hook: Congrats, you now have at least 10 seconds to smack the shit out of them from range with nigh impunity. Don't waste that opportunity. Because if he lands the grab later, after being chunked, it can end up being a disaster for him and his teammate(s) instead of you. (He dies almost immediately from being near death and then you 2v1 the ADC or something of that nature).
the only time i have a problem with blits is when he has Thresh as his ADC, still one of my favorite bot combos
They are fine...
with them isnt... lol