A Complaint About the Justification For Ornn's Nerf in 8.2

Meep Man·1/24/2018, 4:02:48 PM·2 votes·311 views

To quote the patch notes: "The usual counterplay to champions who stand still (or in Ornn's case, move slowly) while they churn out sustained damage is to displace them."

I would like to say that the inability to displace Ornn is not the issue. The issue here is that Ornn is dealing enough sustained damage to warrant him requiring an interrupt/disable to be considered balance. Ornn is a Tank, not a Fighter. He doesn't need to deal damage. What he does need is resilience and the capability to stick to the enemy team once he is already in the thick of a fight. This nerf completely ruins his ability to do this while keeping his damage issue around. Ornn is becoming a borderline Diver instead of a Vanguard, and that is contradicting from Riot's original reason for introducing him to the game, being a Vanguard who initiates fights from a different angle. At least, that is the wording they used to tease him. Riot should really consider reverting this change and instead reducing the damage dealt to Ornn's target when Brittle is used on them as that is the main, hidden source of damage in his kit, occurring twice every ultimate and once every W. His W can deal 10-18% max health, sure, but the additional Brittle proc that deals 7-13% maximum health based on level is too much. If you proc every source of Brittle in a fight, you will achieve a total of 21-39% of the enemy's maximum health as additional magic damage. Not only does this feel like borderline hidden power, it also makes Ornn feel more like a Diver than a Vanguard.

I want to heavily encourage Riot to revert this change and instead nerf Ornn's Brittle proc damage.

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