@Community Balance changes that makes bruisers/juggernauts viable in pro play.
Set and go. give me your ideas.
Set and go. give me your ideas.
not viable in pro play?
hes one out of how many? there are what. 40 fighters in league. and only 2 of them are played in pro play. him and trundle.


also. olaf is played as a full tank. is he a juggernaut. yes. but i dont see a black cleaver on him. not a single ad items. my general question is how to make bruisers/fighters viable in pro play
jax got played all of last year ... mundo was picked last year...
and aatrox isnt even picked in blind pick....
darius too easy to 2 vs 1 and punish kiteable but i thought he was picked once in worlds
cho similar to darius...
yi is trash in team coordinated played and would get invade so hard in jungle and would be worthless ... he has nothing but damage and afk farming on his side.
mord dont do enough to be picked... kled is trashed
nasus is a farm champ who can be abused and does nothing til late game
sion is viable and has been played in pro
shy was used during league of devour she is a non cc jungler who afk farms and have weak ganks ...
xin all in or nothing dies... yorick other then being a tank and pushing dont do alot
ww well you already know similar to yi
voli to easy to play around and kite...
vi dont provide enough in her kit and other champs can do what she does better
tryn was picked in pro play only thing he can do is split push... coordinated teams wont die to him more effective in solo queue
shy was used during league of devour she is a non cc jungler who afk farms and have weak ganks ...
Mentions Devourer with regards to pro play. You have no idea what the fuck you're talking about.
Jax hasn't been picked in world's since season 3
didnt say worlds i said pro play.. he was picked alot last season with sionspartan top lane
Remove Morde's xp passive Give him stronger bases
See him get picked mid to counter assassins or top to do so as well
Mid lane he'd be a tanky option to bolster up your team's frontline
Why must they be viable in pro play (implying theyre not)? Shaco has never been picked in pro play. And hes about to get massive nerfs again. I dont see them complaining like bruiser players do all the time.
shaco is a single champion. fighters are just a champion class. shaco is an assassin. and assassins aren't common in pro play but still sometimes picked.
pro play has nothing to do with solo queue. someway at least.
I'll go one better, Bruisers, Juggernauts and Tanks who don't rely on insane DR.
Increase the armour on armour items by 5-10 across the board, nerf the pen on the LW upgrades from 45% to 40%. Nerf any champion who abuse the newly improved items too hard, inevitably Ekko.
Overtune all the fighters!!!
Divers and juggernauts aren't going to be good in pro play because they're too easy to gank. The last diver we saw consistently getting played in pro was Irelia, and Riot immediately shattered her passive to make her easier to gank.
That's not something you can change. If you make divers and juggernauts harder to gank, they become the go to absolute pick in top lane in solo queue. Also top lane becomes even more of an island with regards to the jungler than it already is.
Buff the base movement speed of melee champions across the board, reduce their other base stats as needed. Also, remove creep block.
Vulnerability to kiting is all well and good, but in a PvP environment, kiting cannot be unlimited. As long as melee vs ranged combat remains in its currently binary state, where either the melee champion loses without being able to touch their opponent, or auto-wins the moment they reach them because of their superior stats (assuming they don't just build pure tank), juggernauts will never be truly competitively viable.
Another issue right now is that, in lane, it takes significantly more time, effort and resources for melee champions to trade against ranged opponents: whereas a ranged champion can simply stand behind their minion wave and deal some damage with an autoattack, a melee champion has to cross over their own minion wave, cross over their opponents', and hit them to achieve the same effect. This is already not easy to achieve due to the higher risk and vulnerability to incoming damage, but is made even more difficult when the ranged champion has equal or higher mobility compared to their melee opponent, and can therefore just kite them back as they take minion damage. With increased movement speed, melee champions would be better at dodging harass, and would be able to trade faster and more efficiently.
More generally, melee champions need a distinct strength that ranged champions do not, since the latter have range. "Better base stats" isn't really distinct, and there are many ways ranged champions can negate that advantage (better AD and AS is useless if you can't reach your target, and better durability gets countered by increased vulnerability to incoming damage). If the slowest melee champion were still faster than the fastest ranged champion, we'd have an environment in which there would be a strategic advantage to picking a melee champion (for better roaming, for example), instead of having only a select few picks get selected because they can still be effective with nothing but tanky items.