Talk:Warwick/@comment-4022742-20121026082106/@comment-4929329-20121028053141

Actually, 'easy to play' is a term I find to be quite false. Usually, when you have vague spells that take somewhat little knowledge to cast them effectively, you get a larger array of possible actions.

The nerf you speak of:

Old - 8/11/14/17/20% + 0 of your AP

New - 8/10/12/14/16% + 1.0 of your AP

For instance, I have Hungering Strike. Viktor has Power Transfer.

I MUST use Power Transfer when the enemy is about to hit me, or I lose the shield effect. Similarly, I MUST build a good amount of AP for it to do anything. In Warwick's case, even the flat dmg vs minions is useful, although he has no AP. Not only can Warwick use it whenever he feels like using it, but there's no real consequence to doing so. Additionally, since it's not a huge source of damage, I don't even have to cast it on my target, and the wide selection it allows with % dmg lets me heal off their tank even if I'm hitting their Carry. Viktor's dmg output would be wasted on such a decision.

Simplicity makes things great and diverse.