read my post directed at thugwalrus, explaining how his kit is in fact synergistic.
Fiddlesticks having issues doesn't make Galio's kit any better, and Fiddlestick's capacity to use Zhonya's mid-ult solves a lot of the scarecrow's problems.
Galio's wave-clear clearing waves and his magic-damage doing damage with M Pen also shouldn't be noteworthy.
you want a wall of text about our new flop mage tank?
Drawing attention away from how floppy Galio is doesn't solve any of Galio's problems.
why change what clearly works, no1 is asking for new abilities, if you think hes clunky that is strictly fixed with casting changes to the champion, thats updating, not reworking.
Changing timings and updating a champion does count as a rework or mini-rework.
Considering LoL's player-base: no one asking for new abilities is also statistically impossible.
hes designed to go in and press R, thats what he does, wins team fights, thats what he offers, you want him to have more on his other 3 abilities and less on his R.
This is so vague it's almost completely meaningless, as you could say the same thing about any champion in LoL.
"Ashe is designed to go in and press R, thats what Ashe does, wins team fights, that's what Ashe offers."
A lot of champions win team fights if they use their R properly.
Galio does have a lot of issues surround his R with it's lack of synergy with his kit, his difficulty in making it work, how oppressive it is under a best-case scenario, and how clunky Galio while he's using his R. He really does need something more fluid with his kit.
you want to change him from team fight oriented, from objective taking/pressure, to tanky front liner. <<<<<<------------ WHY
I only listed 2 things I liked about Galio, and no specific direction to take him.
You're making an awful lot of assumptions.
im stunned how a consistently above 50% (currently 55%) win rate champion is failing across the board. hes fine, people new to the champion dont know how to play him.
Good design =/= High win-rate.
High win-rates are often a simple result of math.
If all of
abilities did 1000 base damage with 1000% AP scaling, he'd have a high win-rate. If all his skills had 1 base damage with 1% AP scaling, he would not.
That has little to do with good design, and there's a lot more to design than typing the right numbers into a spreadsheet.
It's technically possible to balance any mechanic, regardless of how obnoxious, irritating, annoying, misleading, counter-intuitive, or unfun it is to play with or against.
Good design, and the reason to re-work a champion into something greater: has a lot to do with how obnoxious, irritating, annoying, misleading, counter-intuitive, or unfun a champion, kit, and/or mechanic actually is.
A good designer can also make a kit that's pleasant, harmonious, synergistic, clear, intuitive, and fun: nothing I'd use to describe Galio as-is, seeing as he's a hot mess.
there should be basic abilities in this game, not everything needs dual functions and a paragraph to read.
Totally agree with this, a kit doesn't need to be complex to be good.
In many cases, a kit just needs to capture 1 idea and do it well, in a simple and straightforward manner with a deceptive amount of depth.
Galio isn't a champion I'd chalk up to this though. Not with stopping to cast an MS boost or snipping things before trying to smack them in melee. Nothing in his kit is elegantly designed.