<FLAME WAR>This is really stupid to argue about cause everything depends on your team, Nobody would be stupid enough to pick shaco when your team needs a tank seriously.
Oops, that was my entire point and I was making fun of your earlier statement suggesting otherwise. Apology accepted.
And thanks for confirming that you're not trolling. I thought you might be, but the idea that someone would actually QQ at all about taking carry kills assures me that your rating must actually be that low and you just have no idea how bad you're off, since I haven't encountered that on a regular basis in maybe a year and a half. If you were trolling, that kind of fib probably wouldn't even occur to you since even the worst players you play with wouldn't do it.
I've
seen Trundle, 30+ times I said. I haven't seen him be any
good that often. That's just my experience. People keep assuring me he's awesome and tournament teams keep picking him, so I'm not going to take a hardline stance on it. The idea that I could hold an opinion weakly and not defend it like this is loving debate club seems to be an alien concept to you. I even put a disclaimer in my OP on trundle's weakness. I simply haven't seen him working out.
I have no idea what you would expect in terms of proof. I don't play solo queue because the community is too toxic (I actually quit LoL completely before season 1 started, and then I discovered that I could play again because all the starfishs had self-segregated into ranked). I don't play team ranked because there's not enough people who play at my level who I'm friends with that are willing to play enough - I only did half-a-dozen-ish in season 1. Without a visible Elo score I really don't know how to prove it to you other than I tend to lose games when teammates agree more with you, and I tend to win games when teammates agree more with me, and I expect that experience is reproducible. There's also the walls of text. They show you exactly what I'm thinking so you understand the reasoning behind the things I say, which is what
actual discussions look like. That's far more compelling evidence than you slamming out four sentences in which you directly contradict things you've already said. (e.g. all melee needs to build off-tank, AD shaco shouldn't build off-tank.)
And yeah Chex, I play a really off-the-wall style, but I haven't presented it here at all. Unless someone wants otherwise, I keep things to generalities that apply to everyone, including play styles that I just can't pull off very well and never use. I've also gone out of my way to point out when my opinion is not generally accepted, e.g. the "trundle UP" thing.
tl;dr sony I'm fine with you not
playing at my level, but if you want to be a judgmental richard then you had better start
discussing at my level if you want anyone to take you seriously. And until you do, I'm not responding to you anymore, even for the benefit of other readers.
</FLAME WAR>My final opinion on Volibear is that he's OP. Being incredibly strong in the very early game is fine, and scaling something with max HP is fine, but both of these together don't really work. I think he's going to need the base stats on one or more level 1 abilities turned down, with or without per-level base stats increased to compensate. He's not a game-breaker but he's bringing a little too much to the table at all stages of the game. Having none of the oceans of statistics that RIOT has gathered from thousands and thousands of actual games already played with him, and wanting to be very conservative with changes, I would propose changing the base damage of Frenzy's active from 90/140/190/240/290 to something like 50/100/150/200/250, and leave the rest where it is for now. It scales with bonus health and does more damage based on how much health the target is missing, but right now a volibear at level 3, without a ruby, can totally ruin someone who is more or less at full HP using Frenzy. So I think the base on that needs to come down, especially since there's VERY little incentive to level his other skills. Rolling Thunder gets small CD and damage but starts out at the full movement speed bonus and fling effect at level 1, while Majestic Roar has full fear and slow effect at level 1, also gaining little damage per level, and an increasing mana cost per level. So he gets virtually all of his CC and mobility at 1 level of Q and E (he doesn't even need the CD on Q to be burst-harassing since W has a longer CD anyway) and he can just pump points into W for preposterous base damage.