I don't understand how much love "Oppressor" is given. Am I missing something?

TruckFump2016·3/24/2016, 5:01:09 AM·1 votes·536 views

So...

Watching pro guides, pro play videos, normal guides, mid-level player guides and reading Mobafire, the suggested skill when choosing between "Oppressor" and "Bounty Hunter" nearly always goes to Oppressor. For example I think Nightblue picks it on every champion, every time.

And not just him, it's REALLY common.

It is often chosen on a variety of champions and roles, even ones it is NOT suited to at all.

Mid lane mages? Gank heavy junglers? ADCs?

lolwut?

The only way Oppressor would give more damage is if, by some crazy in-game miracle, you do not kill more than 2 separate members of the enemy team. That is the ONLY scenario in which Oppressor has a bigger payout.

I am bad at this game. I am indeed very bad.

And yet, even in my absolute WORST games, I still reliably kill at least 2 or 3 different members of the enemy team by mid-game.

So what gives? You are losing out on 2.5% of possible extra damage...permanently removing that option.

And the % damage only really starts to matter once you have alot of AP/AD or whatever miscellaneous way you damage people (health with voli scaling into his W for example, thornmail, etc).

So why permanently cripple yourself? How big of a risk is it to assume that by mid-game you will have killed at least 3 unique members of the enemy team? Even in my worst losing games, I can usually accomplish this.

The only way I could see oppressor working or being a good pick is if you are fairly sure you will NOT kill much of anything. (Supports, tanks, etc.)

And if you can reliably assume that, why would you even have points in Ferocity?

I just feel like the meta "groupthink" regarding this mastery is wrong.

What are the odds you will not have killed 3 different members of the team by mid or late game, when the % damage matters more? For me the odds are PRETTY bad unless I am in a support role or some kind of goofy full tank character.

6 Comments

disregardable3/24/2016, 5:14:09 AM2 votes

You also have 0% extra damage until you kill someone. As an ADC, I have plenty of damage late game already, but early is kind of iffy. If I can have that extra bit to help secure when my thresh lands his hook, I'll take it.

Crett3/24/2016, 5:11:49 AM1 votes

Because it's not about late game Damage is damage at any stage of the game, and pros love their early games

Sohleks3/24/2016, 5:58:51 AM1 votes

If you're a jungler red buff applies a slow for oppressor. Helps you clear and stuff.

In high elo kills aren't handed out very easily.

You might be right bounty hunter is a bit underrepresented though.

A possible appeasement buff is to give 1% for free, capped at 5%, or make 3 kills a cap: 1.66% per kill (would help make it usable on 3v3 too). Make oppressor 3% if we did this IMO

Surfer Ashe3/24/2016, 6:24:45 AM1 votes

I prefer oppressor for opposite reasons - if my aggressive support lands their abilities, the enemy is going to die and you can "snowball" off of Oppressor. Any role that isn't a tank or support role can easily rack up 3 different champion kills.

Besides, 2.5% damage when you're dealing under 100 damage per auto or scraping 350 damage from a full combo is not impressive compared to late game with 4/5% boost with 400 damage autos and 1000 damage combos without fulfilling a condition.

Different strengths, different weaknesses - you can choose between the two but neither are THAT gamewarping if you prefer one over the other.