Talk:Nidalee/@comment-4888212-20131120234909/@comment-8506165-20131125123125

Well... you have to consider the whole kit. Javelin Toss actually measures up surprisingly favourably in the fun/anti-fun department; the maximum damage is still problematic because insta-gib is considered a huge amount of anti-fun for obvious reasons. The low cooldown also lessens the fun of juking compared to Dark Binding (juke Dark Binding, it's down for 11 seconds, but you'll have another Nid spear incoming in 6), but still, we'll allow that. But what else does Nid have? Traps with a lot of hidden power (that shred is massive) which can be tremendously anti-fun for enemies while actually providing almost zero for Nid herself. Step on one of her traps when she's not even around and get killed by one of her allies due to your resists suddenly being crap? Anti-fun for you, Nid might not even notice it happens unless she sees her assists go up. Point-and-click heal? Anti-fun (hence why an eventual rework for is planned soonish - until then she's just been nerfed a fair bit and had her kit changed a little bit to promote clutch heals over constant top-ups). Perpetual near-uncatchability on a champ who snipes all game though? That's anti-fun to a T and probably honestly what frustrates people most about AP Nidalee, especially combined with her sustain ability which means she doesn't even necessarily have to leave lane after making her escape. You don't see people complaining nearly as much about being able to 100-0 someone from over 1000 range, because he's so easy to pin down and kill once you've invaded his zone. I suspect it's why they're making attempted engages on Nid less punishing, because alright, you don't catch her, but at least you lose less substantial chunks of your health in the attempt.

But yeah, this is why she needs reworking. There's elements of her kit that aren't problematic due to numbers, but their nature. It's kind of like the old Olaf: if he got fed enough not to be ignored, when he ults and charges your carry the counterplay was "kill him" but he got a massive chunk of resistances, making him harder to kill! Sure, it feels pretty good for him, but it feels a whole lot worse for the enemy to be on the receiving end.