I don't know how many times I've done this, Riot, but I'll do it again. Please respond. ...Olaf.
(I'll respond to every comment in this thread, so feel free to say whatever you want.)
I've already beaten my ideas and views on Olaf to death in previous threads. If you're interested in what myself and other people have posted in the past, I'll link all of the threads that I can remember according to date (top to bottom).
In short:
Q:
Undertow's minimum range is clunky and very frustrating when it's able to be abused, but if it needs to stay, so be it. Maybe tone the damage down a bit and increase the slow / add some light movement speed to emphasize its role as a gap closer? Or slightly lower the minimum range. If the former is considered, then compensate by adding damage somewhere else into his kit.
W:
It's very obvious, based on the feedback of most Olaf fans alone, that Vicious Strikes isn't cutting it. Attack speed is busted and almost impossible to use in team fights on a champion with no reliable CC (stun). It's locked into a spit pushing tool, and if someone wanted to play a spit pushing duelist, they won't play Olaf, they'd play Tryndamere or Udyr. He's not mobile enough for that role, as is (not even mentioning that most Olaf players don't want to fulfill that role in the first place). Replace it with another stat. Flat AD is the simple route, but something like this could be interesting:
"Vicious Strikes grants Olaf passive armor penetration. When activated, the blood of Olaf's foes fill him with battle rage, granting him movement speed for X seconds after attacking an enemy."
Or just flat armor penetration, adding more reward to landing your axes. Just some suggestions off the cuff, though.
E:
This ability is fine. In this imaginary kit, the attack speed on Vicious Strikes is likely replaced by AD, though. So the auto attack CD reduction should probably go. Reduce the base cool down to compensate. Adjust damage numbers / scaling accordingly.
R:
The #1 criticism that I hear from other people when discussing Olaf is the fact that he loses his passive resistances when you pop Ragnarok. That's a very valid point, and a huge weakness in his kit. Probably the only ultimate in the entire game that punishes the player for using it, actually. I suggest reworking it entirely, since having a huge AD steroid baked into CC immunity is actually fucking broken. But, if that's what Riot wants to stick to, then here's a tweak that could work:
- Keep passive resistances, lower the amount of AD gained. Something like 15/30/45, or 20/40/60.
But personally I enjoy the idea of completely reworking it, like I said earlier. So here is a slew of suggestions that you can work with, Riot. I'm handing them to you. Please don't leave us hanging, this time (bit of a tangent but yeah). Anyway:
-
Keep the passive. Double the passive upon activation. Slight movement speed boost.
-
Keep the passive. Moderate movement speed boost. 5/6/7 second duration (so, a one second increase at max rank. The numbers are probably stupid, but just to give you an idea).
-
Cut the passive. Slight to moderate movement speed boost. Entirely define Olaf as a counter to CC heavy teams by giving Ragnarok a 7/8/9 second duration (again, numbers are just placeholders). Maybe add a slight amount of some stat (not attack speed) if it's too weak. That, or add power into another part of his kit to reward good Olaf players.
That's it, really. These are all just ideas to help feed a discussion. Hopefully this thread doesn't follow the trend of countless others (I;E ignored. No pressure).
Past threads:
http://forums.na.leagueoflegends.com/board/showthread.php?t=4581715 http://forums.na.leagueoflegends.com/board/showthread.php?t=4688444 http://forums.na.leagueoflegends.com/board/showthread.php?t=4689622 http://forums.na.leagueoflegends.com/board/showthread.php?t=4690257 http://forums.na.leagueoflegends.com/board/showthread.php?t=4841952
If I'm missing any, just let me know.
BROMACIA.
