@Riot Nerf Rammus Taunt, was it needed and why was it toxic?

Oaklen·4/21/2014, 5:17:55 AM·1 votes·2,149 views

I'm here to question the Rammus taunt nerf that happen a long time ago when Fiddle support was dominant. I was just wondering if a red could possibly explain to me why Rammus main tool, a single 3 second scaling taunt was nerfed. I understand that at the time Fiddle's Fear was powerful, it was making him into a strong support, and I understand the nerf to his fear; I mean it was a RANGE click CC effect that was being abused in botlane. But the Rammus nerf just seem like a random hit, with little justification.

Hear me out, Rammus isn't a top tier jungler, he isn't seen in competitive play and he was really a 1 trick pony. Taunt requires you to be at super close range, and while powerball is great for closing that gap it isn't as good as you think. Infact it's the reason Rammus isn't pick in high end, his initiation of teamfights is rather weak with the amount of mobile champions, ranged targeted CC effects, and over all better counter initiates from enemy junglers. Not counting the weaken version with Tenacity, his key skill for his kit to resolve around drops to a 1.5 second taunt. Mind you this isn't even a stun. After that the enemy team just ignores you, and this where enemy junglers do more.

TLDR 3 Second Taunt was needed for his kit, could you re-tune his ult to slow, or help him in teamfights. He really is a outclassed jungler that could use some help. Mao, and Naut too. Thanks

11 Comments

RiotMorello4/22/2014, 9:28:40 PM3 votes

I don't agree that 3-second taunt was required on Rammus; Rammus' lack of competitive play has always been the fact that he has some risk inherent (some play on powerball, poor duelist) and that 3 second taunt wasn't the difference on that. I say this both as a developer and as someone who's played primarily Rammus for the last year.

The difference is 3-seconds will absolutely kill someone or remove them from a fight. At that cooldown and reliability (what Rammus isn't at 40%?), it doesn't need that level of uptime. 2.25, sometimes, will not result in death. We also don't like hard CC of that duration overall - it's superfluous and removes any chance of meaningful interaction. With a shorter duration, it's possible to have a follow-up move after the taunt has ended.

Angry Monster4/21/2014, 11:07:05 AM1 votes

this one is easy. Riot stated that being completely out of control of your champ for was determined to be unfun/anti fun.

Forcing a champ to attack you for 3 sec when u have item 3075 and his skill return damage skill. All the options are out of your control. So this was lowered.

Hard CC skills that completely lock out people choices have slowing be softened as the overall damage power curve of the game has been balanced out to where riot has wanted it.