I'm just genuinely confused. Everything about his kit wants him to engage, stay in the fight, and have multiple enemies around him.
As someone who loves this champs actual identity, the last thing I want is damage. I don't care if I can't duel someone. I don't care if I lose every 1v1 in the game.
I want to engage with E+Q, trap as many people I can with my R, and survive long enough for my team to win the fight while buffing them with E, shredding armor with Q, and providing knockup utility. None of that requires damage.
I want to make this very clear. I don't think W should be hyper buffed. I think it should be made into an actual ability. It literally isn't an ability. It does nothing past very early skirmishes where the slow might help, maybe, probably not.
The ability reads that it shields Jarvan IV for a base + a percentage of his maximum health per champion hit. It has a very low cooldown, which is great. Let's do some math!
Jarvan at level 9, with 1 point in W and a completed Mythic, let's say Goredrinker since that's the usual, has 1640 health.
Every 9 seconds, he gets a shield for 60 + 21 per champion hit. So he might get a 165 shield. If he hits everyone in the fight. In a 5v5. But in a skirmish, he's getting a shield for about 100. Every 9 seconds. That's booty.
I'm not asking for much. Here's how I would write it:
Active: Jarvan slows all nearby enemies for 2 seconds (15-35%)
Jarval also shields himself for 5 seconds. The shield value is 60-140 + (1.3%) of his maximum health, increased by 20% for each champion hit by Golden Aegis.
All this does is normalize his shield to be at minimum (with the same level and items) 81, and at maximum 162. See how it tightens up the range?
At max level, it would currently shield (assuming 2500 max health) 140 - 302.5 health. With the new iteration, it would be 172.5 - 345.
Like how hard is that? It's not that huge of a buff, but it's exactly what the champ needs. It's a miniscule buff early, a minor buff mid, and a minor buff late.
And after you do this, you can play with the 1.3% number, adjusting it up and down as you see fit, maybe between 1.0% and 2.0%. Or the amp per champion, adjusting it between 15% to 25%.
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