: >Phase Rush is too weak for a rune. I totaly agree >Phase Rush is just a weaker Stormraider's that can proc a little easier for some champs. just a little easier... just be honest, its easier and more pratical. >-The 75% slow resistance is for melee only whereas Stormraider's just provides the buff to everybody No need to give this advantage to range. There no reason to btw. >-Movement speed buff is lower (equal at level 18) This is the only issue i have with this mastery... I mean most of new masteries are op comparativly to their new version. But Phase rush is weaker during all the game... if u except the means to proc it.
not always easier. garen is screwed hard and SRS was his primary keystone.
: Grasp works extremely well with many health stacking tanks (Sion/Tahm), giving them infinite stacking on health and more damage/healing. As long as you can stay in combat for the duration and proc the rune often, it's pretty strong. Why do you think it's a "shit" rune?
because I can just force a farm lane on both of those useless champions and now they have no health scaling, or I can take an actual good rune and stomp your shit in again and again because you took grasp (LOL)
: Phase Rush is too weak for a rune.
: I don't think that's a bug?
it is, urgot is meant to counter shields
Rioter Comments
Rioter Comments
: Beekeeper Singed Delay
REEEEEEEEEEEEEEEEEEEEEEEEEEEEE
: Undying is worse how exactly? It's exactly where it should be, rewards trading but not an overbearing amount. it's an overall buff and great one at that. It's perfectly fine staying where it's at. They've only buffed it by additionally giving perm HP too, doesn't need anything else. Aftershock is not as good as colossus or guardian tbh, I'd rather take a large shield over just resistances for 2.5 seconds. It's basically useless for hard engages cause champs who hard engage and would take it, probably have CC Chains which last more than 2.5 seconds and it's quite frankly useless if you're low on HP since you'll have no HP to scale those resistances. Grasp of Undying>>>>>>>>>>Aftershock. Only place aftershock might be decent is jungle, but I'd rather take Guardian due to better defense for safer ganking, ability to protect allies and speed them up in certain scenarios. Demolish is great for tanks who could win lane but still had a chance to lose turret if the enemy laner is a damage champ since they couldn't even remotely damage turrets. Now tanks can actually threaten turrets when the enemy wants to back at the wrong time or die. Now font of life, it's BS that they didn't make it Heal Over Time, so it's only useful with high AS allies as said, they needa change that severely. Now for the Third Row, I hope riot changes the first 2 runes as well. I pray and hope they don't do something stupid like make conditioning available at the 20min mark instead, I'd rather them make better runes rather than nerf one in a good spot. Last but not least the final row, Overgrowth is good actually since being near 160 minions=8% max hp, it's up to you to actually pay attention to how much minions you consistently see per game. But it's horrible as hell for a jungler, getting near that much CS takes far too long since unlike laners you have to actually kill the units yourself not just stay near their death. Overgrowth is for laners and supports, revitalize is only for supports imo not worth it unless you're a utility support who can go a tad bit in the tree. Lastly Second Wind is a god sent pre-built doran shield, the idea is great just gotta see how it performs on live where people actually know how to poke.
grasp is garbage, nobody should take it if they're looking to trade cos every other tree except inspiration has a keystone that'll work much better for them in that case. Also consider; being FORCED to trade constantly sets you up for playing very aggressively, which means you are very liable to being ganked over 5 hp. If you're going to play _smart_ then you aren't going to get nearly as much HP as people are advertising. Grasp should've been reworked to something that'd actually be appealing given its pathetic numbers. Something like making its charge-up shorter the more you proc it in succession, or letting the procs be AOE like originally advertised. Nothing I see in the resolve tree is something I feel inclined to take on a Juggernaut, one of the 2 classes meant to opt heavy into tank items. Even with the full-tank ones like Voli and Mundo I'm probably going to look for another tree to take.
Rioter Comments
: > [{quoted}](name=Yell At Your Dog,realm=PBE,application-id=A4D2003433C8FCD715185A7264A9CC6FDFAD7FEF,discussion-id=wAFmcGhv,comment-id=000000000000,timestamp=2017-10-02T16:41:53.181+0000) > > no he isn't lol > > one heal on his ult won't make him meta You know if I could pick any other immobile top laner and give them a 5000 hp heal on their ultimate, I don't care how not meta they are, they are gonna become strong Imagine if next patch notes came out and it just said "Added a 5000 hp heal on Fear beyond death"
so? garen can do that to the villain too. Any tanky champion can heal a ton with Triumph have you done this in an actual game to see if healing values are the same?
: > [{quoted}](name=Sona Senpai,realm=PBE,application-id=A4D2003433C8FCD715185A7264A9CC6FDFAD7FEF,discussion-id=wAFmcGhv,comment-id=0000,timestamp=2017-10-02T02:34:09.166+0000) > > It does work as intended though... > > Urgot's ult heals him like that with Hextech Gunblade, because it applies to any damage dealt (including true damage.) > > So, it isn't a bug, and that interaction will probably stay working that unless Ravenous Hunter is made to work only with Physical and Magical Damage or something of the sort. (Or until Urgot's ult is tweaked so the True Damage portion gets converted to Pure damage/doesn't count toward spell vamp, possibly.) Urgot is gonna like immediatly become the best top laner then. Hard to deal with an execute ultimate that also heals ACTUALLY 4800 hp, that's how much I got it to heal with full stacks.
no he isn't lol one heal on his ult won't make him meta
Rioter Comments
: Dark Harvest feedback
Dark Harvest is only usable on Illaoi because she gets a cannon minion's worth of stacks every time she kills a spirit When you ask for it be applicable on spells, ask yourself if you want Illaoi to be able to add hundreds of extra damage to her rotations to EVERYONE in her reach every time your spirit or a teammate dies in the general area
: The changes are meant to have Udyr not bursty, but instead rotating his abilities constantly, also his abilities feel a lot better now since Tiger is more of an utility spell for attack speed and the bleed. So a combo would be something like run in with Turtle for the shield, into Bear for the lunge+stun, into tiger for the bleed, and then go ham with phoenix persistent damage plus burning area around you. Even apply the burning area of phoenix and the tiger bleed and staying in turtle for the sustain. His kit works so much better together and Tiger has a lot more reason to max it now, also the base damage over ratio makes it feel better for going full tank which Udyr should be doing since he is a beastly strong hyper tank. Do not build around the passive, the CDR is more of an early game thing, but you want to build for max CDR and mana in there to keep up the spam.
i liked tiger better when i could run it as an ad build
Rioter Comments
Rioter Comments
Rioter Comments
Rioter Comments
: 4/23 Lot of changes, but most should be self explanatory Passive Frost Armor no longer broken by minions or small monsters Icebreker Damage: 15/20/25% -> 10/15/20% W No longer self slows, not worth CD: 7/6.5/6/5.5/5 -> 9/8/7/6/5 1st hit Damage: 12/19/26/33/40 (+0.01HP) -> 30/35/40/45/50 (+0.02HP) 2nd hit Damage: 48/76/104/132/160 (+0.04HP) -> 40/80/120/160/200 (+0.05HP) Bonus damage to monsters: 20% -> 30% E Frost cooldown on monsters: 4 seconds
these are good changes, thank you. by 'small monsters,' does that include every monster that isn't a buff camp? or do gromp, big wolf, big raptor etc still break her armor? also have you considered making her W a 2-cast, or tried it and didn't find it satisfactory? trying to play around what is basically a slower rengar Q is really bothersome for me in-game; you could use it to make W1 more important to land, too, by tying W2's slow to champions you hit with it. at the moment W1 doesn't feel very important at all except as a telegraph to an already telegraphed ability. I feel like W2 would compliment her old attack reset much better than the PBE swing; would make Sheen items feel good on her again, too.
: Maokai heal is broken and makes him unkillable even by massively fed champs
get one of these {{item:3123}} agree though, they double buffed it with lower CD and higher CDR for getting hit/casting spells. revert one of those buffs and he would be fine
Rioter Comments
: Sejuani Feedback Thread
You need to address her non-scaling % damage. Because her highest damage source is an EXTREMELY high base and not at all reliant on scalings I can go full tank with a Void Staff, some flat pen runes, and nuke people off the planet, on top of getting a completely unavoidable 4 second stun on one person and a 2 second stun + up to a 5 second slow for anyone in the radius This is just dumb. Sejuani will completely ruin the game if she's released like this. She is overtuned all over the place and I still can't find any satisfaction out of playing her. I would suggest reducing the base by at least half and then either adding a ratio to it or putting ratios/bases back into her normal spells. Make it so that her ult can't proc AND reapply her freeze passive. Only attacks and normal spells. ~~revert~~
: Sejuani Feedback Thread
also is there any chance you could hit up the skins or VFX team and make her skins have special ability effects? Maokai's got special looks for all of his ults and most skins have new ability VFX; Sejuani has two 975s that don't have new spell colors (Sabretusk/Darkrider) and I think Poro Rider has defaulted to the Classic's VFX? and Dawnchaser just doesn't look very good at all with the blue. I don't know if this is the right avenue to ask but I'm not sure if it'd get noticed otherwise.
: I'm pretty underwhelmed by the current sej rework. Her already weak jungle clear is in the gutter now and her W is the most awkward ability I've ever seen. As she is now I think we would only ever see her toplane so she can abuse the silly amount of burst her passive gives her if she gets played anywhere at all.
i really didn't think I would hate a rework more than I hated mordekaiser's but riot proved me wrong
: I'm sorry to hear that, and if the E mechanisms are not your cup of tea you definitely would hate the new Sejuani :/ She was shifted because most of our tanks fit that same bill. We wanted to create diversity between our tanks instead of leaving them as AOE dot + teamfight winning ult. A separate point I saw on your linked post: Overreliance on ultimate is not an issue because spells need to have similar levels of power across the kit, it is an issue due to the nature of ultimates as high cooldown abilities. Having too much budget in a character's ultimate leads to the character being near useless for the majority of the game when the ultimate is unavailable.
https://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/MymFEVM9-sejuani-critique-and-suggestions meant to link this as well I could live with the E mechanics, if it wasn't the defining part of her kit and all her power was located in that burst of usefulness. I _strongly_ urge you to consider cutting down on her passive's burst damage and shuffling her back toward sustained patterns. I'd like it to be made a two-cast ability (or add a third swing somewhere and make it a 3-parter!), with maybe a longer delay on the W2 to make up for being able to redirect it. I also think that being a sustained threat was actually very unique to her, because unlike other tanks like Zac who were more intermittent bursts after their first rotation, she was an _actual_ DPS tank, and IMO it should be considered just as much a part of her identity as anything. I was actually kind of hoping her Q had changed in some major aspect too; it's never been a particularly satisfying ability. Even just a short little wind-up akin to Galio's E (without the backwards leap) would have made it more enjoyable. I love wind-ups. {{champion:420}} Forgive me if I'm being too aggressive. I've spent a _lot_ of time imagining how I would have reworked Sejuani with her current kit in mind, and these are very jarring to me, to say the least.
: When you said you were going to take power out of her ult I assumed you meant it would be distributed to the rest of her kit. But it's.. almost entirely in her E/passive. Why is the % damage so fucking ridiculous? Especially given that she can E and R to apply it twice; I thought you wanted less reliable damage but it takes absolutely zero effort to pull this nuke off. I'm not feeling the "heavy cavalry" vibe either, Bristle feels just as barely-involved as he did before. The E stuff is a gimmick. That's all I can see it as. The melee ally interaction feels cheesy and it's probably going to make her trash in soloQ and absolutely god-tier in competitive. Especially with the likes of Renekton who can instantly stack it up, while Sejuani has to do nothing but be in the vicinity. And I hate that it's the cornerstone of my champion now. Why is she trading her IMMENSE strength as a sustained threat with huge sticking power for bursts of stuns and huge damage up front? Tanks having burst of any sort, unless it's extremely telegraphed like Sion's, is stupid. Sejuani was and will be FAR healthier for the game as a sustained-damage threat.
and why is W physical damage
: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/R7vo6UuA-new-sejuani-has-the-exact-same-problems-you-said-you-wanted-to-fix i really hate this rework. the only thing I like so far is the new ult, and even that feels hideously underwhelming when the rest of her kit is taken into consideration. E mechanic is the one thing I genuinely hoped got removed and it was made the focal point of her kit. counterplay? barely, fun? nonexistent why did you change the entire champion and what she's good to pick for. late game teamfight tank shifted to an early-mid melee-ganker
When you said you were going to take power out of her ult I assumed you meant it would be distributed to the rest of her kit. But it's.. almost entirely in her E/passive. Why is the % damage so fucking ridiculous? Especially given that she can E and R to apply it twice; I thought you wanted less reliable damage but it takes absolutely zero effort to pull this nuke off. I'm not feeling the "heavy cavalry" vibe either, Bristle feels just as barely-involved as he did before. The E stuff is a gimmick. That's all I can see it as. The melee ally interaction feels cheesy and it's probably going to make her trash in soloQ and absolutely god-tier in competitive. Especially with the likes of Renekton who can instantly stack it up, while Sejuani has to do nothing but be in the vicinity. And I hate that it's the cornerstone of my champion now. Why is she trading her IMMENSE strength as a sustained threat with huge sticking power for bursts of stuns and huge damage up front? Tanks having burst of any sort, unless it's extremely telegraphed like Sion's, is stupid. Sejuani was and will be FAR healthier for the game as a sustained-damage threat.
: Sejuani Feedback Thread
https://boards.na.leagueoflegends.com/en/c/gameplay-balance/R7vo6UuA-new-sejuani-has-the-exact-same-problems-you-said-you-wanted-to-fix i really hate this rework. the only thing I like so far is the new ult, and even that feels hideously underwhelming when the rest of her kit is taken into consideration. E mechanic is the one thing I genuinely hoped got removed and it was made the focal point of her kit. counterplay? barely, fun? nonexistent why did you change the entire champion and what she's good to pick for. late game teamfight tank shifted to an early-mid melee-ganker
Rioter Comments
: The stun damage needs to be lowered and the stacking CD needs to be lowered and her E needs to affect ALL that have stacks that are in range. I feel she is WEAKER then before and she was not really played before. She will not get played past 2 weeks after this and people will dodge a game where someone picks her.
I think the idea behind E is that it's meant to give counterplay by making her choose who stun in what order, which I'm fine with Absolutely agree that the damage on her freezepop needs to be taken down. 25% max hp is just way too high and means the rest of her abilities have to suck damage-wise.
Rioter Comments
: Midseason Update - Utility Contribution
really like the looks of this, I'll keep an eye out for any bugs while playing
  Rioter Comments
: It's supposed to be for when you need extra protection from auto attackers. If it's not accomplishing that purpose, we should address it. Yeah, Sterak's might need something, especially for its intended core audience. Thanks for the feedback :)
You mentioned somewhere else that a lot of this is for establishing a sort of base to work off of in the future. Does this mean you expect to work on other tank items after this update drops? Now that Randuin's primary function is to counter auto attackers with the AS reduction passive, do you think it will compete too much with Frozen Heart, or do you think FH will be indirectly improved by the tank changes at large? And one last thing; Thornmail. I know you're probably sick of hearing about it by now, but I'd like to propose making it a high-price item with a Sterak's trigger mechanic that activates a stronger return damage if you take enough physical damage. I'm a big fan of it having a window of power where it clearly demonstrates "do not rightclick this person" for a couple of seconds. Sorry if I'm being a pest; I've been waiting for the tank update for quite a while, and I'm very anxious about how it'll affect a lot of my favorite champions, juggs, tanks, and supports alike. :-)
: I can definitely buy that Randuin's is on the weak side relative to some of its counterparts (I literally almost commented "This item is probably undertuned" in the post when writing it), but using the term "gutted" seems over the top. Regardless, Randuin's seems worth looking into.
I feel like my biggest issue here is -- what would I pick it for? If it's for an AoE slow then I would have rather kept the 4 seconds of it; if it's for the crit reduction I would've kept that. What I can gleam from this is that it's going to be shuffled to a more support-oriented item instead of something that top laners or junglers will buy, something that you kind of use in tandem with CC you already have for a more 'burst' slow in between. But I don't really like this direction; as an Illaoi enthusiast on the live servers, I'm sure you can understand why I really enjoy the longer duration slow. Also I know you've addressed this before, but the loss of health really does feel kinda shitty on Juggernauts. The upped resists are nice, but the changes are actually a double-hit to Sterak's given that it becomes harder to proc the higher your resists are, and the lowered scaling on the shield itself. Would it be possible for you to explore some possible buffs, either to the HP or AD it gives, or maybe just the decay rate of the shield? It really feels like it's gone too quickly sometimes, in between its fast decay and the damage that you're already taking. If nothing else, I'd kinda enjoy if the AD steroid stayed for as long as you were in combat, like how Maw works. I appreciate your response, by the way.
: Except it being 300g cheaper and providing the same stats as DMP...?
300g cheaper at the expense of losing its role as the anti-crit item and the active duration being cut in half which is a huge nerf to its teamfighting strength vs the item that gives me more mobility I think I know which item I'm going to use.
: Midseason Durability Feedback
Wow, you guys gutted Randuin's. Please don't do this to the item; it was hardly offensive, and now there's absolutely zero reason to take it over DMP. edit: since you guys have nerfed HP across the board, can you bump Warmog's HP back up to offset the difference
: Hey! I'll talk to our team today and see if this is something that's doable given the development time we have left! :)
>Hey! hello, how are you today >I'll talk to our team today and see if this is something that's doable given the development time we have left! :) It might be a lot of noise (literally) if it's a loud chainsaw; maybe it could be sort of 'idle' and then rev up really loud when he Ws or ults so that there's more distinction in audio? as for the ult complaints, maybe you could add a little more satisfaction to the sound of it connection. Whatever bisecting somebody with a chainsaw would sound like.
: PBE Bugs & Feedback Thread: Dreadnova Darius!
Make the chainsaw activate when he gets 5 stacks, please ~~And make it purchasable for 1350 RP if you actually want my money~~
: About Galio after sadness and playing (Day five)
new galio has too many strengths so he's going to be a nightmare to balance. lots of CC, damage reduction, high bases and high scalings, plus his ult letting him turn fights around. his passive is super busted if you build enough damage since it resets completely if you land Q or W on at least 2 guys, so you can double or triple-proc it and just wipe people out faster than a fed Illaoi. he feels like this amalgamation between juggernaut damage, tank durability, mage poke and support peeling. he's way too general and not niche enough; not one thing about his mechanics tells you he's supposed to be an anti-mage; he just gets a magic shield for doing nothing. his W and R don't feel good to use at all. the more i play the rework the less I enjoy it; these two spells are really ruining it for me. his passive, Q and E are a lot of fun though, and he's still pretty enjoyable to play as an AP fighter. i know they won't but i kinda wish they'd work on this new galio a little longer, delay him for a patch or two and tweak him
: I really enjoy the 3/10 changes so far; the passive AP ratio is really noticeable, thank you. I only have one grievance left, but I think it's pretty considerable; Despite scaling quite well with MR, he has very few MR options available to him beyond the raw stats. Because he has no shield/healing for himself or an ally, both Athene's and Visage are mediocre, and Abyssal is the only 'great' item he can buy that will actually benefit him in multiple ways. If I may, I have another few ideas for his W; - Base damage reduction reduced; Galio only refreshes damage reduction vs successfully taunted enemies, but for 4 seconds - Galio now heals by a flat amount (+.X AP) for all damage taken in the next Y seconds, increased by Z% when taking magic damage; OR, Galio now grants any ally in the charge zone a portion of his magic shield for X seconds after it ends. I think the first change makes it feel more rewarding to land and a little easier to manage than just 'getting' the damage reduction. Since the charge can't be interrupted, punishing him for missing it would be appropriate. The second change would either boost his synergy with Visage or Athene's, and make his 'best case scenario' as an anti-magic champion a little more distinct, as well as encouraging him to use it for peel and opening up some more supportive options for his teammates to opt into like Ardent Censer.
Also, please consider making him bigger; given he's apparently the largest champion in the lore, he shouldn't be smaller than Sion. Or, at least, make it so that his size scales up as the game progresses/as he buys AP/MR/health/etc, so that late game he can fill that desire of being a colossus?
: Galio Feedback Thread
I really enjoy the 3/10 changes so far; the passive AP ratio is really noticeable, thank you. I only have one grievance left, but I think it's pretty considerable; Despite scaling quite well with MR, he has very few MR options available to him beyond the raw stats. Because he has no shield/healing for himself or an ally, both Athene's and Visage are mediocre, and Abyssal is the only 'great' item he can buy that will actually benefit him in multiple ways. If I may, I have another few ideas for his W; - Base damage reduction reduced; Galio only refreshes damage reduction vs successfully taunted enemies, but for 4 seconds - Galio now heals by a flat amount (+.X AP) for all damage taken in the next Y seconds, increased by Z% when taking magic damage; OR, Galio now grants any ally in the charge zone a portion of his magic shield for X seconds after it ends. I think the first change makes it feel more rewarding to land and a little easier to manage than just 'getting' the damage reduction. Since the charge can't be interrupted, punishing him for missing it would be appropriate. The second change would either boost his synergy with Visage or Athene's, and make his 'best case scenario' as an anti-magic champion a little more distinct, as well as encouraging him to use it for peel and opening up some more supportive options for his teammates to opt into like Ardent Censer.
: Updated changelist, thanks for all the feedback. Keep them coming!
These changes are a really great start, thank you for listening. Do you think you could find a way to incorporate AP scaling into his damage reduction, or in his passive shield? The former is a little too much, but it'd be nice to see Galio convert AP into magic-durability through his shield; even something small like 20%. A way to refresh it in fights would be really nice, too; I'm a bit biased about this part because I play almost nothing but juggernauts on live, but it feels _really_ frustrating to have to play passively for an entire 12 seconds for a shield that can dropped fairly quickly unless you've gone full-tank. Possibly tie it to hitting his passive on champions, to require melee range commitment but rewarding him a bit more for his troubles, particularly in laning phase when that shield is especially important for winning trades. I think you need to nerf W harder; in my opinion, he should only get the damage resistance linger if he actually successfully taunts somebody. I still feel like it's a little invisible despite the immense durability it offers, and I know it's too much to ask (and I've already said it, I think) but I really would enjoy it being a few seconds of healing off of damage instead, with a bonus of flat resists for successful taunts on champions. Right now he has no synergy with Visage at all beyond enjoying its stats. I'm still of the opinion that he's a little too CC-heavy, as well; having 2 knockups AND the taunt, even if one of the knockups is his ult, feels like a little much on a guy who can put out a lot of hurt with a bruiser build and has REALLY high damage reduction values; as a Warden-type of champion I feel like he's stepping into both Alistar and Braum's territory with huge innate tankiness and ally-oriented hard CC, when he could stand out as the "magic defense" pick for his own reason to be played. The CC is fairly short, but given how low his CDs get, I think his E should either lose the knockup in favor of a lower level of CC or be given a longer windup, since it's deceptively quick on the travel speed (maybe with an indicating box like Illaoi's Q for something really visible and obvious to enemies to play around?). Also this is a bit of a long-shot but do you think his E could apply as single target for spell effects and sustain? Not really make-or-break but I'm kind of fond of Gunblade on him as a cheesy offensive item and it'd feel a little better to have some more sustain on the dash. I'm not particularly fond of the way his ult works. The inner/outer mechanic feels really forced to me, since I don't have much control of where I'm going to land beyond wherever the target ally just was. It doesn't feel particularly rewarding to pull off, and the damage reduction gifted to allies feels rather invisible, just like his W. I think he has a really strong foundation to work off of, but I feel like he has a lot of generalist strengths in his damage reduction and CC, with the niche strengths that should actually define him feeling more like extra goodies than the actual focus of the champion, when it should be the reverse; strong conditional strengths with a little bit of general power thrown in to avoid hard-counter gameplay. Galio is _so very_ close to being a champion that I would play relentlessly, and he's a relaunch that I actually really feel invested in playing.
: Galio Feedback Thread
https://i.gyazo.com/a26a6e40a4ac577f17e1c1dcbdd3225a.png https://i.gyazo.com/2ebfeb7b94a8f3456b75e32a9917cf60.png these numbers are not okay full tank Galio genuinely has no weakness; he does huge damage, he can wreck turrets, he has poke, and he is THE tankiest champion with numbers like this on his W; the only champ who can compete with this survivability is Alistar, and his damage reduction is on his ultimate and he doesn't get solo lane gold. Not to mention his unrelenting hard CC between W, E and R; with this amount of peeling power AND the damage reduction on his ult, he can peel as good as or better than Braum. Right now Galio out-classes both of these champs by a country mile when they have to specialize in those strengths and give up so much to be good at it. I really hope you adjust this before it hits live. There's no reason to even consider any of the AP/tank items like his recommended page suggests; building AP works counter-intuitively with how hard he scales with raw durability and hurts his ability to defend allies with R's damage reduction etc.
: I'm not a fan at all of the direction taken for Galio on this update, and wrote a long rant about that on [a separate thread](http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/ipsaw2z1-my-galio-feedbackrant-what-isnt-a-galio), but here's some feedback on his current state: * **Colossal Smash:** * Feels good to use, but could use an AP ratio. Bonus damage rather than a total attack modifier could also avoid having it scale with AD, which doesn't feel appropriate on him. * Not entirely sure, but I might have last-hit an allied minion at very low health with its AoE. Will test further. * **Winds of War** feels tremendously fun. I have some slight doubts about its max health damage and DoT, but landing it properly feels amazing. Congratulations on this one. * **Shield of Durand's** damage reduction isn't easy to appreciate directly: having Galio heal for a portion of the damage he took while charging upon release could make the defensive bonus feel more impactful and closer to his old Bulwark, while also synergizing with Spirit Visage. * **Justice Punch:** * Feels a tad sluggish and short-ranged right now. Will likely get used to it in the future, though. * I also think I may have had my dash stopped upon impacting minions, and I don't know if that's intended. * **Hero's Entrance:** * As with Shield of Durand, the damage reduction doesn't feel too visible on my target. Again, healing them upon impact could feel better and open up some slight synergy with Athene's Unholy Grail. * Perhaps this just comes from inexperience, but I don't think the bonus knockup at the center adds that much gameplay, as my ult positioning is mostly out of my own control. As a side note, **Galio's silhouette carries a lot of similarities to Aatrox's:** both are top-heavy winged walking champions with horned heads, and the fact that both champions have dashes with knockups risks creating confusion among players less familiar with either champion in a fast-paced fight. I have some very strong feelings against Galio's new kit and how it relates to his old self, and I urge you to read that other thread if you haven't already, but his kit so far plays and functions well, with his Q being a personal favorite. I'll test him a bit more to confirm the bugs I may have spotted.
I agree with you wholly on his passive and W. I'd like to see the damage reduction after he uses it get replaced with a healing factor of some sort; hopefully scaling with AP, as well, because those builds feel quite lacking in comparison to raw tank. I think his magic shield feels a bit too non-interactive? It's there, and you definitely notice the extra health, but for a guy who 'eats magic,' you'd expect him to do something around that? I'm really enjoying his E though. I don't normally like mobility, but the wind-up and the juking potential it offers with the back-step is really fun to experiment with and feels really good to pull off correctly.
: "Tanks are incredibly boring" You sound like an incredibly boring person
did I hurt your feefees when I criticized League tanks?
: Galio Feedback Thread
I have a couple of concerns. Tank Galio is far too strong, both offensively and defensively; and I really hope that this isn't the intended 'optimal' build because tanks are incredibly boring. Please consider greatly reducing the damage he can deal while building heavily into pure durability, as well as shifting some of his W ratios to ability power to better enable AP fighter-like builds, since that's what you were selling in the champion reveal page. W is also too good as a spell; the cooldown gets far too low for what is basically 3 seconds of downtime once it's max rank and full CDR, and up to 8 seconds of damage reduction. The values probably need to be nerfed, but I think the cooldown should be raised as well. I'm not really fond of his magic shield's mechanics. Having to wait for 12 seconds feels really non-interactive and boring, both in lane and out. It'd be a lot more interesting for him to work for that shield than to just 'have' it if he avoids his lane opponent for long enough. I don't even mind that it's permanent; he should be able to refresh it consistently with good play. I just don't like that it encourages being passive until you get the shield, and then free-winning any trade vs AP champions before you run off and repeat it. I really like the fighter, bruiser-y aspect of him more than I do the tank aspect; the relentless CC is really overdone, and we already have a lot of champions doing it. I don't mind the W or the R, but I don't think the knockup on his E is needed, especially with the outplay/juke potential that comes with its windup throwing him backwards, and the immense base damage it brings on top of that. I think that Galio is a good champion, but I feel like he has a little too much and could stand to be trimmed a bit.
Rioter Comments
: Warlord's Bloodlust feels extremely bad
it's supposed to be late game sustain it scales up to like 68% at level 18 i love the MS buff too, it works wonders for champs who can't burst for SRS
: Warwick Sounds
it is really annoying, i don't think Warwick should hear it at all especially obnoxious because it's fucking global so I have to hear it while i'm clearing camps on the other end of the map
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