Reason as to why Galio changes are consistently in a poor direction

Galiö·7/18/2019, 5:09:05 PM·2 votes·1,413 views

Without going into my proposed changes I wanted to give an example on how Gaios changes have been poor more and more so with an overview of how it effected Galio since his rework. Mostly it's a reduction of interactivity and skill expression in an already lower-skill champion mechanically.

Passive:

His passive had been largely unchanged since his release. Recently it had its CD Refund Mechanic removed (which is ok). However it was compensated in Base dmg which helps only his clears and even with a doubled Base hemurts his trades. His passive would not hit his Ratios twice in a trade/burst pattern so more dmg is lost to champion while making sure his clearing (which is a pain point) remains relatively intact. Part of the benefit and issue in terms of clearing is Galio will no longer have to Q a wave and an enemy to reset for more passive procs on a wave.

Summary of passive: Easier to farm. Less interactive. Less skill needed.

Winds of War:

This skill had been a yo-yo balance crutch they had for this champion. They retune his damage between absurd and string and retune its cost between free and too costly to realistically use. I don't have much to say about his spell and think it's in an ok spot as is. Its mana cost typically dictates Galios build. Lower cost tends to promote (one) tank item and/or protobelt while higher costs promote high mana items which tend to not synergize with Galios kit.

Summary of Q: Hard to balance but may be in a Good spot without making his clears too oppressive.

Shield of Durand:

This ability has a ton of issues. It is very un-interactive with its damage reduction (DR), prior to semi-recent balancing and kit tools damage reduction was scarce and gated by short windows of using DR. On top of it having DR it grants a huge Magif Shield passively that gets a huge health ratio that increases drastically every level... this is coupled with Galio having the highest base health in the game. All this tends to result in invisible power you dont really need to budget in items to enhance. Recently they had also made it ground Galio (which is fine) to prevent him from having plays that players cannot really react to... although the CC is low it still is enough for an easy catch, specially in pro play when players are coordinated. However making it interuptable is frustrating because (again) it takes away skill expression in Galios kit by preparing to be CC on W start up and CC enemies when hey get close to CC you.

Summary of W: Too much invisable power Passively great ability. Reduced skill expression with recent W changes when made interuptable.

Justice Punch

This ability is primarily your catch tool now. Previously the ability was changed to reduce Galios ridiculous clear by nerfing its damage to non champions. However it was also changed to speed up the windup and the dash... again this was a change that reduced Galios skill expression. E was made so fast it made it harder to distinguish good Galio players and bad ones who were able to get onto enemies primarily with a Backwards E. Now it's more easily accessible and quick for a Galio player (new or seasoned) to catch with E.

Summary: Less and less skill to use No reason to use other than gap close or catch which conserves Galios mana.

Heros Entrance

This has always been whatever. Situationally good in pro play and at it's best during the Ardent Meta when it offered DR.

Summary: Whatever.

I could have expanded opinions on this more but I'm trying to keep this as small of a read as possible, also sorry about any typos whoever reads this.

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