Proposed Galio changes

jocomotion·7/31/2019, 3:24:14 PM·2 votes·1,659 views

I posted these changes once before, and I still think they’d help Bring Galio our of the gutter better than nonstop buffing his passive like Riot’s been doing.

So we all know Galio’s been put in the gutter due to his presence in pro play by riot, and taking away the flash taunt on his W. A lot of people are saying they should bring the flash taunt back, but I honestly don’t think they should and here’s why. Galio brings so many strong advantages to a team, he’s got reliable waveclear, threatening AOE damage, Tankiness, zone control, and Semi global pressure ** he didn’t also need engage**. That being said the compensation buffs Riot has given him so far has been strange... mostly passive buffs/changes as well as some small base damage buffs, not anywhere near the compensation he needs for the utility nerf he received (as well as the Q cooldown nerf).

The changes I propose are meant to give Galio adequate compensation, as well as fix some of his other problems, like the overloaded defensive nature of his W, the strange mana costs on his abilities, and the lack of MR scaling he currently possesses.

Passive: Colossal Smash

  • cooldown increased from 5 to 6 seconds
  • [wow they actually listened] cooldown now scales with CDR
  • AP ratio increased from 50% to 70%

Fun fact, I actually proposed galio’s Passive should scale with CDR before riot even showed it in their patch notes for 9.15. https://boards.na.leagueoflegends.com/en/c/gameplay-balance/ao48GAYr-galio-idea So I’m glad that someone else had the idea to implement it. However, I still believe that the current passive could use more oomph, and I think building AP on Galio should make his passive hit harder, since AP Galio usually can’t get multiple procs off anyway. In exchange I think nerfing the cooldown a bit will make it so he doesn’t become a dueling monster in the mid lane.

Q: Winds of War

  • cooldown changed from 14 / 13 / 12 / 11 / 10 seconds to 10 seconds at all ranks
  • damage decreased from 80 / 115 / 150 / 185 / 220 to 70 / 105 / 140 / 175 / 210

Let me be clear. I know the Q’s an increasingly powerful waveclear tool, and I understand why It was nerfed in terms of cooldown from 10/9.5/9/8.5/8 to 14/13/12/11/10. But I’m also saying a 14 second Q is ridiculous. Having it be 10 at all ranks would be a fair middle ground, I also reverted the minute damage buff it was given for good measure just to be sure his waveclear wont be too broken with the passive buffs.

W: Shield of Durand (A lot of changes)

  • [Moved] passive magic shield has been moved to Galio’s ultimate passive
  • Cooldown changed from 16 / 15 / 14 / 13 / 12 seconds on cast to 12 / 11.5 / 11 / 10.5 / 10 when released
  • Mana cost increased from 50 at all ranks to 50 / 60 / 70 / 80 / 90
  • Damage reduction changed from 20 / 25 / 30 / 35 / 40 (+5% AP) (+8% bonus MR) to 15 / 17.5 / 20 / 22.5 / 25% (+2 / 3.25 / 3.5 / 3.75 / 4% AP)(+ 15% Bonus MR)
  • Removed: no longer halved for physical damage
  • Minimum damage increased from 10 /20 / 30 / 40 / 50 (+30% AP) to 40 / 55 / 70 / 85 / 100 (+30% AP)
  • Maximum damage increased from 30 / 60 / 90 / 120 / 150 (+90% AP) to 100 / 150 / 200 / 250 / 300 (+90% AP)
  • Max charge changed from 2 seconds 3 seconds
  • Self slow reverted from 15% to 30%

So a lot of notes here. When riot removed the imovabiluty and flash taunt combo from Galio, they compensated him with more movespeed to make landing his W easier. I believe this was the wrong idea. If Galio’s truly meant to be a warden who protects others with Damage and CC threats I believe giving him more damage on his W to threaten divers would be a much better option. Now that the W is harder to land I believe the right course of action is making it more rewarding to hit, but doing this also makes Galio’s W too overloaded. With damage reduction, magic damage, a magic shield, an taunt, AOE, all in one spell was a bit much. So, I moved the magic shield to the ultimate, nerfed the damage reduction, and reverted riots self slow change for good measure. The goal here is to make shield of Durand a more solid defensive tool, while still feeling less oppressive.

E: Justice punch

  • Mana cost changed from 30 / 35 / 40 / 45 / 50 to 50 at all ranks
  • Damage reduced from 90 / 130 / 170 / 210 / 250 to 80 / 120 / 160 / 200 / 240

So the mana changes are meant to spread out Galio’s mana costs, since his E and W are both VERY cheap to cast while his Q and R get pretty expensive. Luckily riot listened and lowered his ridiculous Q cost over time (used to be 80 / 90 / 100 / 110 / 120) but now wit both the passive changes making him less spell reliant and the Q cost reduction Galio never really runs out of mana, this could pose a problem in the future, with Galio never leaving mid lane against certain matchups, being too tanky and having too much mana sustain to ever be forced out. So, nerfed both W’s and E’s mana costs. The damage needs are meant to compensate for the W’s increased damage

R: Heroes entrance

  • [Moved/new passive] Galio gains his W’s magic shield as an Ult passive; max health shield changed changed from 8 / 11 / 14 / 17 / 20% to 10 / 17.5 / 25% of his max health
  • Shield recharge rate changed from 12 seconds to 16 / 12 / 8 seconds
  • Magic damage changed from 150 / 250 / 350 (+70% AP) to 150 / 250 / 350 (+70% AP)(+60% Bonus MR)

I already went over why I moved the shield over to his Ult from his W, so I won’t get into that, but I felt that Galio still needed some more damage oriented MR scaling TK make him feel like an actual anti-Mage. I figured his Ult made the most sense, so here it is.

I did change some numbers around from my last proposed changes, but overall the objectives of each change are the same. If you have feedback please post it, and maybe we can get Riot to finally have a serious look at Galio’s problems.[galio-happy]

3 Comments

SuicidePlank7/31/2019, 3:25:25 PM1 votes

Galios Flash Taunt was instant and undodgeable. That's why it was removed.