The official unoffcial Ivern main's discussion on Ivern
Boy this has been a long time coming.
Since his release, Ivern has been the topic of many discussions on the rift has even reached the likes of Lee and Yasuo when it comes to consistent demands for nerfs. Whether its his insane counter jg potential, his high efficiency low cost build, or his above average win rate, It seems as if Ivern is always being complained talked about here on the boards.
I think its safe to say that ive played a bit of Ivern and kinda have some knowledge and insight on him, so im here today to talk about the reason people want to see this tree guy cut down, as well as listing my ideas of potential changes that can be made to him to make him more fair for everyone.
Being the first jungler in the game who doesnt actually have to fight the jungle monsters, Ivern instantly had the potential to be a powerhouse of a champ. And that he was, since day one. Only there was a small problem. Very few people understood how to play him to his full potential. Everyone complained about him and how weak he was. So riot came in and buffed him. At that time, and only at that time, Ivern was overpowered. This was soon followed up by a couple nerfs. And thats where he's at today, currently sitting at his weakest state. So now on to why people dislike him.
-First up, his passive, or to be more specific, the smite qualities of it. Being able to smite marked camps to clear them instantly has led to Ivern being one of the best counter junglers in the game. Near instant clears with seemingly no form of counterplay is a rather toxic mechanic that is exclusive to Ivern. The second part of this is the buff sharing. While you might appreciate this when Ivern is on your team, it kinda sucks when youre doing your thing midlane as Anivia when you watch your lane opponent wander off, only to comes back with a free buff mere moments later, meanwhile, you start looking at your fiddlesticks with hungering eyes as he claims his blue buff for himself.
-The second part of his kit that garners alot of hate is his E, his shield. A shield with guaranteed dmg as well as a slow, on a relatively low cd. When you put it into words i see why people may not like it. But hey, if you break it before it detonates, the dmg is lost right?.......oh....
-Lastly, his build path. As many many people have put, Ivern is a champion who uses a Support build, with the gold income of a Jungler. Due to the nature of his kit, Ivern can skip any dmg items or even a jungler item and just go straight to building support items. This means Ivern can have a high impact on fights very early into the game. Turning fights around with Redemption before anyone else has even finished their first item. And unlike many other builds, his go-to supporting jungler build does not fall off late game. Ivern may be an incredibly nice guy to the world and its creatures, but behind closed doors........he abuses support items like no other.
Due to these issues many people have given their thoughts on what to do about him, usually it being "Remove X from his kit" . So now its time for the self entitled Ivern enthusiast's thoughts on what to do with his kit.
-Lets start with some ideas for the passive
- Instead of instantly clearing marked camps with smite; smite will do 25% of the monster's maximum health as true dmg every .5 seconds, freeing the camping over the course of two seconds. This will give the other jungler a chance to outsmite Ivern in order to secure their own buff, while still allowing Iverns to quickly steal camps from unwarded or unprotected enemy jungles.
- When sharing a buff with a teammate, the buff said teammate receives only lasts 33% as long as the buff normally would. This percentage would increase based on the IVERN'S level, starting at 33% at level 5 scaling up to 100% at level 18. This change would trim down some of what Ivern has to offer early in the game while still maintaining his late game utility. (It will also make anivias a little less envious of their lane opponent)
- The time it takes for marked camps to mature speeds up based on Ivern's ap instead of level. This change would encourage Iverns to build ap instead of rushing support items. (This is my least favorite idea as it would pretty much snuff out those tank Ivern players out there.)
-Q is up next
- Reduce the follow up dash window shorter for Ivern and his teammates. Frankly, the window for the dash is too large. If Ivern lands a Q on Corki, then the support, Alistar, knocks Ivern away, Ivern should not be able to still dash all the way to Corki like nothing happened. This change would give players more potential to actually disengage from Ivern.
-Not much to say on the W after the recent change. Riot did well enough on their own with this.
-Here we are with the E. The abilility that gets the most hate. Let me start off by saying, no, taking away the dmg and slow if the shield is broken is not a good idea. Let me explain why. For starters, The shield actually gets broken way more than people actually realize, especially mid to late game. So if this change were to happen Ivern would end up losing a big chunk of his dmg the majority of the time. And as i stated earlier, Ivern is already sitting at his weakest point ever. Secondly, because the shield is broken the majority of the time, implementing this change would only further encourage players to strictly build support items on him to help support his team, as it would be pointless to build ap if your E dmg (your main source of dmg) is barely going to actually go off. Now for my ideas on changes.
- Nerf the base dmg and base shield of his E, while increasing the Ap ratios of them. This would hurt the Redemption/Locket rush Iverns while encouraging Iverns to build more ap.
- Breaking the shield before it detonates prevents it from slowing those hit. This would trim some power Ivern (his guarenteed slow) while letting him maintain what little dmg he actually does.
- **Breaking the shield before it detonates prevents it from dealing dmg, but not from applying a slow. Buff the slow from 40%-60% to 60%-80%. ** This change will strip some frustrating dmg from Ivern while letting him maintain the utility.
-I love daisy. She's a big part of Ivern's identity to me. And it hurts me to say....she sucks. She just really sucks. With the MR/ARMR reduction, the removal of the out of combat hp regen, and her flat out pitiful dmg, Daisy is more than underwhelming. So here are some potential changes for her.
- Increase her cd at all ranks. This is one of the few upsides to this ult. It has a low cd if you can keep her alive throughout the duration. (Which is fking hard now)
- Either Give her back her out of combat hp regen or buff her base Armor/MR. Daisy dies far too quickly now. Thats just a fact.
- Increase her Ad from Ivern's Ap ratio. On top of blowing up so quickly, she actually does little dmg as well.
- **When Ivern casts his E on Daisy, she gains a movement speed buff for the duration. However, when the shield is casted on Daisy it will not deal any dmg when it detonates. ** DAISY STAMPEDE! I think this would give the player more of an interation with Daisy and give her more to offer than just being a knockup/tower tanking bot.
it will also help her feel less outclassed by a certain giant teddybear
Well there you go guys. Ive been thinking about this for a while now as well as gathering thoughts from the community. I feel like with the right combination of these ideas, Ivern can be a much more fair champ for all. I hope i helped at all and didnt just make Ivern haters more angry. Id love to hear some of your ideas and discuss potential changes.
Thank you for reading ^_^
"Main" still sounds weird to me... but i guess he has been out long enough for people to "main" him
was released