49% winrate, 30% winrate in pro, why are you hard nerfing jayce instead of fixing the issues?
in two years jayce has received... a few bug fixes... and nerfs, nerfs, nerfs.
Any compensation buff has always been to make him more spammy and have too much synergy with lethality:
He has lost reasonable access to tons of bruiser items due to them being restricted to melee only (making the passives not work when he goes ranged), or just changes in scaling, his damage has been forced into the khan build (ghostblade as core)
he lost triforce years ago
can't stack tear effectively due to game changes making the matches end much faster
Oh yeah, and he becomes virtually useless after 25ish minutes.
What's the point of having champions with really mechanically complex kits and then nerfing their numbers to force them to do moronic shit instead of micro heavy dueling? wouldn't expanding that mindset across the board be completely in line with league of legends as a competitive game?
Jayce hasn't received compensation buffs in a while, and you keep forcing him to be squishier, to build more lethality, til eventually he's going to be nothing more than AD nidalee... NOONE EVEN LIKES NIDALEE ANYMORE BECAUSE YOU FUCKING RAPED HER INTO THE GROUND WITH YOUR INEPT BULLSHIT SO STOP TRYING TO DO THE SAME SHIT TO JAYCE
STOP GUTTING GOOD CHAMPS TO PUT MORE EMPHASIS ON 1SHOT CHEESE. Fucking christ, I haven't built lethality in two years out of protest.. but it has been a fool's errand to try to fight the tides of riot's shit balance team that when we were so close to a good fucking meta, you g utted the good champs, and you started reintroducing the concept of afk tanking and janna shields instead of learning complex mechanics as part of the competition
I have always maintained a positive winrate with this champ, I've adapted, time and time again, as bruiser jayce gets fucked in the ass every fucking time in favor of some korean swill build that takes about as much skill to execute as pressing R on garen
Jayce could be an amazing champ if he had more bruiser overtones, such as a prolonged combat focus and less 'lmfao 1shot u under inner mid from raptors"
The dark harvest bullshit needs to stop, Jayce needs a proper look because he's a prime example of a champion who takes a long time to fully master, but needs almost none of that mastery because of BAD ITEM AND RUNE BALANCE. Like riven, like azir was a few years back, you're going to 'fix' jayce by effectively removing all versatility and interesting ways to play him in favor of a forced central build that takes so many aspects out of the kit and removes the interesting elements of gameplay. It's the reverse warwick treatment.
.8
To the Skies! To the Skies! Bug Fix: Range/cast indicator now appears correctly. Thundering Blow Thundering Blow Bug Fix: Range/cast indicator now appears correctly.V9.6
Stats Base health reduced to 560 from 576. Health growth reduced to 90 from 95. Base health regeneration reduced to 6 from 7.5. Health regeneration growth reduced to 0.6 from 0.8. Lightning Field Lightning Field New Effect: Now triggers effects that are triggered by DoT AoE abilities.V9.2
General Bug Fix: Ranged basic attack animation has been fixed to synchronize with the attack's actual wind-up and launch.V9.1
Acceleration Gate Acceleration Gate New Effect: If Jayce casts Acceleration Gate during Shock Blast Shock Blast's cast time, he'll now ignore movement commands until both abilities have been cast.V8.24
General Bug Fix: Fixed a bug causing the audio on his basic attacks to sometimes be missing.V8.3
Stats Base health regeneration increased to 7.5 from 7.344.V8.2
To the Skies! To the Skies! New Effect: Now draws nearby minion aggro when targeting an enemy champion. Thundering Blow Thundering Blow New Effect: Now draws nearby minion aggro when targeting an enemy champion. Bug Fix: No longer disables Flash Flash and Hexflash Hexflash when used on a champion with Hextech Flashtraption rune Hextech Flashtraption shortly after they have flashed.V7.24b
Shock Blast Shock Blast Base damage reduced to 70 / 120 / 170 / 220 / 270 / 320 from 80 / 130 / 180 / 230 / 280 / 330. Thundering Blow Thundering Blow Cooldown increased to 20 / 18 / 16 / 14 / 12 / 10 seconds from 15 / 14 / 13 / 12 / 11 / 10.
r (which will automatically pull the victim in when you reach the threshold) and even
r, which may be the second most difficult to work with, but is still a flat amount of true damage. you could just memorize the damage in advance of a fight, since it doesnt change with the targets stats.