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Are they confused or what? It's the same thing as it was before but a little worse. How? Before, the cool down was 45 SECONDS. Now it's 60. It's actually less overwhelming now but people are suddenly complaining about it when I hardly saw anyone use it before. I would use it a lot even in mid and adc positions and would be told it was useless. Now, everyone is saying the opposite. Is it because the effects are more obvious now with the big glowy shield? Did people not realize you had it before since it was subtle? I guess the devs did it. They wanted to make the enchant more obvious and it worked. People are forgetting that it was always like that but now it takes longer to use it lol.

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over 1 year ago - /u/R0gueFool - Direct link

It is really an issue that it is more visible now that it is a shield instead of just increasing health. It is VERY easy to overestimate things based on how noticable they are. Even though the item is weaker than before it feels much better seeing the shield (it was very OP before). This is similar to the fact that many people underrate tanks because their impact isn't as obvious, or swear a champion is OP because they get kills.

Gargoyle is still good, it's just that it was OP and hidden before, now it isn't so hidden. But ya I don't think I would recommend it on carries, -40% damage can be rough to deal with.

over 1 year ago - /u/R0gueFool - Direct link

Originally posted by slimbf

There's some irony in the whole situation. As you've stated, the item is weaker than it was previously (in regards to damage mitigation, not utility). So in an effort to make the enchant more "accessible" to the casual player you've effectively reduced the effectiveness of a tank item on tanks and allowed it to be used to boost the utility of non-tanks to make them more tanky. I hope that was the intended consequence of the rework.

So this wasn't so much about making it more "accessible to the casual player" it is really about increasing satisfaction, and clarity what it is doing for you. Yes that does affect casual play but satisfaction is important at all levels.

We did intend to nerf the item, I did say it was OP. If we can do something that increases satisfaction while nerfing something that was OP that feels like a major win.

over 1 year ago - /u/R0gueFool - Direct link

Originally posted by ashvsmay00

With all new runes and items for damge dealers, tanks already have a bad time. Tanks can't even last more than 3s in a team fight now. Why did you even nerf their item? Maybe you and WR devs think making tank players suffers and everyone else happy is a major win?

Many of us actually love tanks. I've said several times that tanks are actually very strong, even more so after this patch, but are not as satisfying as playing a carry to many players. So a change that increases their satisfaction without buffing them is a MAJOR win. There is still work to be done to increase satisfaction for tanks, but it is tricky given how powerful they already are and how much players care about kills.