Regarding those Garen coming nerfs / changes... here is my mini rework suggestion

Death Rex·8/11/2018, 5:12:58 PM·4 votes·2,026 views

Since Garen is mostly dominant in lower elo (so strong that he has become a problem) he needs some changes, which Meddler mentioned are coming in his last Quick Gameplay Thoughts.

Now, what could they change? If they just nerf flat numbers or his scalings it would hurt him in higher elo too (he is a problem in plat+ at the time of posting this as well), which would not a problem now, but with the coming patches ADCs will get some strengh back which are Garens main problem (due to the kiting and high penetration power). Garen might not have a 1% playrate then again. So what do we change to prevent that?

My suggestion would be that they might change the way Garen works. At the moment he does the following: Run up with Q, E during the silence and occasionally uses his W to block which is currently the only part in his kit with skill expression (maybe using his Q at the right time too). Changing his E would be a good idea besides the villain mechanic which is random af. How about this: > E Judgment: Passive: Garen collects charges of spins for each unit that dies near him, 1 for each unit up to a maximum of 10.

> Active: Garen rapidly spins his sword around his body, dealing physical damage with each spin to nearby enemies. Physical Damage Per Spin: ( 20 / 25 / 30 / 35 / 40 (+ 10 / 20 / 30 / 40 / 50% bAD)

> While spinning, Garen cannot basic attack and is ghosted. Judgment deals 10% less damage when hitting more than 1 target. Enemy champions that get hit by 3 spins have their armor reduced by 5% for 6 seconds. Each spin after the third reduces the armor by an additional 3%. Garen can reactivate Judgment to cancel it immediately.

I changed the way his E works, needing preparation thanks to the charges mechanic and making his E more teamfighty while restricting his damage to bonus AD scalings and 10% less damage when he hits more than 1 enemy. This prevents him from mass murdering his enemies in teamfights.

For his Q: Instead of removing slows that are already on him he gets slow immunity for 2 seconds after the initial activate. Brings a bit more skill expression as well.

His W can stay the same, maybe lowering the free bonus stats he gets from slaying units to 20 or 30 (experimental, would have to see how strong he is with the E and Q changes)

HIs R is a bit more complicated, maybe I'll work on it after I get some feedback on this post.

[garen-swing] Sorry for the text wall. I really love Garen but I want him to be more skillfull while keeping his simpleness.

4 Comments

Critmaster Garen8/11/2018, 11:38:56 PM2 votes

i still hope that the tank buffs, and electrocute nerfs next patch are changing things around enough for riot to can the nerfs to yorick and garen.

if they lose 1% or 2% winrate because of the increased amount of cc in games, because mages and tanks might increase in play rate, it would probably be enough for them to reconsider.

i honestly dont think its fair, that people typically building shitty teamcomps with 4 to 5 assassins/carries in this meta isnt allowed to be punished by picking garen or other bruisers into them.

its a similar situation like back when rammus and malphite shot up in winrate, because riot obverbuffed adc and people played teamcomps with 2 or even 3 marksmen, and the two anti adc tanks started to shine because of it.

why is it that in these cases its always the counters that get nerfed instead of the problematic champions or mechanics that create entirely onesided metas?

Death Rex8/11/2018, 5:14:55 PM1 votes

I think I posted this in the wrong section. Can a mod maybe move it to the "Gameplay" section? Would be awesome!