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why bad champions are bad

there are certain champions that people often complain about. that is, people complain that they're horrible. i want to try a new approach here: Summoners, name bad champions and explain why they are considered bad. by analizing their weaknesses we can come up with ways to make them less bad, maybe some bad champs aren't as bad as people say, maybe some champs just need a buff in numbers, maybe others need 1 or 2 new abilities, etc
"why is X champion bad?"
"how would you buff X champion?"
Discuss
"why is X champion bad?"
"how would you buff X champion?"
Discuss
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Comments
Champs are bad when they do low damage primarily, especially if they have no utility on top of it.
And on war defense you'd rather have utility or tricky mechanics than a little more health or armor.
There u go..
No defenders like Mephisto, spiderman, dormammu etc are all highly valued in the endgame of MCOC but tanky defensive champs are abosultely useless. Like a person on this thread already said people in the far end game don't really get hit anymore so just having to hit an opponent a few extra times is no problem.
Defensive champs needs better synergy with the buffs/ debuffs they generate.
Give collosus/HB/LC (etc) an ability or something that works with the buffs like armour up/physical resist or debuffs like weakness/armour break. Something similar to how BP CW has stun reflect with his armour stacks. It would add greater depth to their gameplay.
I also think a lot of champs need to have their immunities revisited.
On another note, Carnage, Needs a lot of attention. Increased base stats, more fluent bleed generation (chance on hit/crit or on every special) and improve his sig. I suggest making his sig steal a % of enemies health and energy while they are bleeding.
Also I think he should have some form of anti evade ability.
There are champs you play (offensive or utility) and champs that you do not play (defensive, really only AWD).
Obviously defensive champs have a place.... in AW defense.
You have to remember that defensive champs are node buffed. So they either have to be dangerous based on their own abilities or have the capacity in tandem with the right node buffs to be dangerous. This might mean that you put a champ on a node that can either make any mistake terminal or simply so that unavoidable damage is maximised.
End game players can obviously counter/outskill most defenders or at least mitigate the damage they take, but they are still human. Part of the strategy is to maximise the likelihood of a mistake, or make it so that any mistake is costly. It's also why newer champs, even if they aren't great are still favoured... they can take players off guard because of lack of familiarity with their animations.
Bad champs, are champs they you do not play and have no place in AWD because they are not dangerous and there are no node buffs any longer that make them so.