this and other subs related to this game want their champion to be better and have more tools or have no counterplay.
this is bad approach to any champion design and game design especially that this game is PvP not a PvE one.
you can have all champions be overpowered if the receiving end is the environment and not a real person playing the game. you can allow yasuo to ult someone globally if the enemy isn’t a real player or it will be very unfun to play against and this will allow for very unhealthy gameplay.
most players complaining don’t know that these weaknesses are made to give opponents room to play the game.
some mordekaiser players want abilities to hit faster, because they are too slow vs dashes and mobile enemies. but did they realize that there are champions that don’t have dashes?
and does a strong champion at level 1 should be stat checking all other champions from beginning to full build?
some champions are designed to fall off at some point or scale up at certain point. the falling ones should use their earl power to create a lead and snowball it, while the scaling ones should avoid any losses and play it safer till they reach their powerspike.
some warwick players want his W to not get disabled when being hit by enemy champion. again this is removal of counterplay to the champion.
if warwick is running with 35% up to 137.5% bonus movement speed towards an enemy without any counterplay, this will be extremely unhealthy for the game as you are just getting outrun by enemy warwick after trading with your opponent and die.
also simple buffs like 5/10 movement speed exist and +10 damage buffs exist, +30 HP buff exists too. some champions are getting weaker with time but not in absolute need for a rework or major update like players want.
example for champions that got updates and were nerfed many many times afterwards because they wanted to see them in higher elos.
J4 was buffed by adding AD% scaling to his W resulted in him getting nerfed many times because of that.
amumu 2 Q stacks resulted in him being nerfed many times after the buff, he went to support role then got nerfed again because he was too good at what he does.
master yi choosing where to land after his Q and the many on hits on his Q were followed by nerfs too.
rammus self slow removal led to him suffering so many nerfs because he can just run with the W on and chase enemies hitting them with autos that scale with armor.
if you fail to make a play that you want to with your champion, you can check if it’s possible to do it in first place instead of blaming your champion for being X years old and new ones can do it better.
maybe you are running at someone in safe position already despite him being low HP and you get your speed towards him.
maybe you should hold your Q as morde if enemy dash is up.
what do you think? am i overreacting? did i miss something?
Yeah I don’t know. Some champions have been overpowered for a while and the excuse has always been “but they’re hard to master and you need to reward them”.
I mean fine, but when said champions have 0 counterplay (and by that I don’t mean hurrdurr trynda no counterplay, I mean actual competitive champions with great laning, scaling, sustain, that are immovable in lane and incredibly strong otherwise, that you can’t beat alone except if they make glaring mistakes), where do you draw the line? When do you realize they’re just overpowered?
While I get that there’s limits to “every champion should be balanced around proplay” because Master Yi having 95% winrate in low elo is a problem, I don’t mind some champions having 45% winrate in normal play because they’re incredibly broken on skilled users.
which champs have been OP for a while?