Why there should be a partial revert to Galios W

Galiö··8 votes·26,409 views

My discussion is to remove Galios DR from his current W and replace it with the On Damage Heal from his old W as well as provide context on why this change would make more sense in terms of lore. Furthermore, my goal is to provide a discussion as to why I think he should have his heal back and provide some of that same in-game feel and functionality of the old Galio with a more expressive way to play as a tank.

In Galios Biography in the League Universe Page he is referenced as the "Titan who 'ate magic'" and is even referenced in game that he 'eats magic'.

This can be interpreted as magic is a form of sustenance which can reflect itself in game with the on-damage heal mechanic. In the lore we also know magic awakens him, but we don't necessarily see examples of it healing him. However, the first time Galio awakens (or 'comes alive') was after he was blasted by a strong source of magic which the "presence of a powerful magic stirred him to life".

Again there is an emphasis that his life is reliant to the magic that struck him as the claim 'somehow the accumulation of absorbed magic gave him life' was made. He hope's that one day there would be strong enough magic to keep him alive/active forever; this can also further that interpretation that his vitality or life is given by this magic. Throughout his lore it is repeated that he absorbs or consumes this magic, and he does not mitigate magic in relation to himself.

Galio healing off magic damage in terms of gameplay fits well with his current theme and it was a strong part of his old kit/gameplay style: Bulwark being a fundamental part of his kit which was entirely lost in his new kit. Galios old kit had benefit on taking damage (W and R); Having healing and a damage amp respectively. Galio does not have any of the on being-damaged benefit that his old kit had, or even any benefit of actually WANTING to be hit of any kind. Even with this on-damage benefit actually lending itself more to the current Galio lore than his older lore did.

Since it is not 100% accurate to what happens in lore, one may question why should Galio heal off of all damage rather than just magic damage then? My initial thought for that was; not every in-game mechanic is accurately or sensibly represented in the game (so this nuance can be forgiven). With abilities/gameplay such as Darius heal, Dravens infinite axes, Mundo's cleavers healing, Garen's 'magical sword' that falls from the sky, Fioras healing circle, Etc...

Galio in his current iteration does not really even really seems care for the DR however when deciding to use this ability, generally. Currently the way most Galio games seem to go, there are few times Galio uses W for the sake of its wind up benefit and ends up being a 'snap cast' taunt which provides him DR for a couple seconds after use.

Alternatively his heal would provide more situations in which Galio would want to use his W. Both of these scenarios have similar windows of power during their W usage, however the Heal gives Galio more opportunity to use this ability in game outside of snap taunt uses or before being hit by CC for maximum DR. He may use it in lane in a minion wave to heal up as stated previously, or focus on using W against enemies with DOT abilities, or even have more of a use as a Jungle Galio (if you're into that) for extra sustain. These are only some examples on how more thought can be put into usage of his W with a Heal that Galio with DR doesnt necessarily provide.

Overall between lore, more faithful mechanics from the older iteration, and more flexibility in use of the ability these are some of the reasons why I think Galio deserves his Heal back.

6 Comments

PandaNator432 votes

Thematically I think its cool. And I am **curious **to see if Riot veered more into the fantasy aspect of the game rather than the competitive: emphasis on curious, it might be a total mess if they did that.

Riot likes to design against "false choice." We expect attacking a champion to hurt them, not heal them. Breaking that rule becomes really confusing.: It should never be wrong to attack the enemy. Sure, the damage should be more than the healing, but at that point you essentially have damage reduction, with different balance levels.

That said, Galios old W never felt that bad, so I wouldn't mind a revert.

Better implementations are stuff like grey health (pyke, tahm), or windowed heal shield (Sion/Ornn shield. Trynd heal.). Maybe a more lore-faithful design could be implement like that. Counters are another example (battlerite, most fighting games), but those don't exist in LoL, I assume because of the same false choice design anti-pattern.

Any ideas how to do it?

Galiö3 votes

Honestly I was hoping the rework would focus on the om damage benefits Galio had as a champion or changing him to some sort if 'kinetic mage'. Think 'Sebastion Shaw' from xmen.

But on damage benefits were all removed.

To focus more on false choice and your thoughts on better implementation:

I understand your theory of 'false choice' mostly because the heal mechanic can go into the negatives that can theoretically 'feel bad'. However heals are mitigateable as well as Galios on dodge heal has finishing returns. So it feels better the more you see Galio getting pummeled (unkess there is a large amount if low damage hits heading his way).But the Choice is there for Galio and his enemies to take advatantage of that. While as things like lifesteal and drain tanks (if any are left) survive off of aggression. Galio would be a subversion of all that.

I also agree on your first choices for tank mechanics, especially with tahm and pyke (although it felt more unique for tahm). I enjoy expressive and windowed ways of being Tanky.

I do not like however most shields (even self shields) that are castable as part of an ability; i prefer shields like malphite for example that have an internal cooldown.

Most shields scale with helath, have low-moderate cooldowns and synergize well with most health items (again cause if the scaling) as well as many helath items have cooldown built into the item.

Makes it too easy for shields to be too strong.

Even worse, imo, is DR cause that is straight invisable and too many champs are getting access to it. The only DR I every really liked was with allistar ultimate and galios old ultimate. Bith of those on longer CD and having shorter windows of power while still allowing to be expressive. Modern DR feels more like it's in a champs kit to take a break.

Then we have an Ability like dodge which serves as a pseudo tank mechanic. It feels good on someone like shen due to its limitations of area and it feels good on jax because the effects are intuative and jax will have to end his defenses to stun. This source of defense isnt scalable by any ability and is specific to the types of attacks it is stopping.

The last source of defenses I can think if is armor and mr, the thing everyone can build. Although armor and mr is strong, there have people like phreak who do not like the way this defense is expressed cause it is unintuitive; You dont really see of feel its effects. You know its there and they are tanky but there is rarely ways in the game that express this.

Some champions improve this stat in their kit and I have mixed feelings about it. For example I like the way Malphite magnifies his armor, or sejuani having a huge burst of armor and mr in windows.

So overall just with those examples in mind, I think defenses for tanks should be visible, mitigatable, have windows of power with an internal cooldown, have windows of power on a long cooldown ultimate, or have a dimishing return.

Withiut re explaining my favorite tank mechanics are things like:

Sej passive Zac passive Tahm grey health/shield Alistars ultimate Shens dodge Galios old W Malphite W

Things I'm in the fence about: Braums shield Naut shield Galio current W Garens W passive

Tank mechanics I like the least: Warwick's E Irelia W Sions Shield Master Yi W Annie's E

PandaNator433 votes

'kinetic mage'. Think 'Sebastion Shaw' from xmen.

this would be dope :)

That's all very logical.

Even worse, imo, is DR cause that is straight invisable

Yep, invisible power usually feels underwhelming, unless you're reaaalllly paying attention. I think that's why Irelia W feels better than Warwick E, the VFX for Irelia are so cool it makes it much more apparent whats happening.

In, general more skill expression feels better. It doesn't need to be mechanically intensive, just put a little bit of choice in it.

So I do enjoy things like Irelia W and Sions shield, which I think you do too, just less than the other examples.

Thanks for sharing :)

KoKoboto2 votes

Well we already have mechanics like that in place like Rammus' W so I don't see it as being bad at all. If we limit design too much we get the same boring shit all the time like how Neeko has been released with a 3 hit passive :P

ModKnightsKemplar1 votes

Approved!

Galiö1 votes

So Pertrcite officially absorbs magic and Galio doesnt heal off damage. Ok.....

Wwhhhaaattttttt

Also:

Her eyes shot wide as she whirled toward the lumbering colossus. A concentrated beam of light fired from the girl’s fingers into Galio’s leg. The strange feeling within him intensified until he thought he might explode, scattering bits of himself all over Demacia.

But Galio did not break. Instead, he grew even warmer, and more alive.

Interesting.

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