User blog comment:Willbachbakal/(Champion Rework) Olaf, the Berserker/@comment-6016076-20150710095617/@comment-1330314-20150710163007

Thank you for the detailed response! I was around on the forums at the time Olaf got reworked for season 3, and I wasn't too satisfied with his changes, though not nearly to the same degree as some of the posters there. To clarify, there's a 100 Fury cap on his passive, as with any other Fury champion. This effectively means he has no burst at all (he can only use 2 basic abilities at a time), but that's also intended: I don't think Olaf should be able to burst down enemies, especially since he can use his ult to do so at will, and I'd rather he be completely DPS-focused. Fury here would act as a gate to his potential burst while allowing him to output constant damage in a fight, particularly when he's taken a lot of damage.

Regarding his passive: I feel Olaf's current situation, where healing himself lowers his DPS, is a massive case of anti-synergy, particularly with regards to his current Q ("I want more attack speed to deal more damage, but my healing brings me to higher amounts of health, which reduces my attack speed, and therefore my damage output"). I feel there wouldn't be as much of a clarity issue here, since Olaf would keep a consistent amount of damage, and would still scale with overall damage taken (so he wouldn't suddenly experience a massive drop in attack speed during combat, which is a current clarity issue for Olaf).

Regarding Q, I agree that the combination of the slow and bonus movement speed might be a bit too effective, and I'm thinking of keeping only one of them. I definitely want him to enter fights better on his own (which the recent movement speed buff on his ult attempted to achieve), but I don't want poke or CC to be his fortes, hence the 100% total AD ratio (he wouldn't be able to poke in lane well, even with the lack of mana constraints).

To clarify on his W, the bonus damage is not an AD steroid, it's simply bonus physical damage on his next autoattack (and only one attack). I'm not a fan of stat steroids (and perhaps a bit too much of a reductionist in that respect), which is why I removed almost all of Olaf's stat bonuses on this kit. The heal also applies only for one attack, so even if it were around 3 times stronger than his current health per hit, current Olaf would be able to apply that same heal multiple times with just one activation. I intended to this to be a boost to his resiliency, too, partially because I'm removing some of his defensive steroids, but also because I think he deserves to have tankiness rewarded on his kit, which currently isn't really the case.

I reduced the stacking damage debuff on E following recommendations from posters below (the original amp was 5%), though this is ultimately a numbers disagreement that, hypothetically, could be fixed by testing. I was imagining a situation where Olaf would be able to use E about once every few seconds (or every second), which would allow him to apply a 12.5% damage amp over a few seconds, which would beat damage amp, and scale infinitely over time.

The idea behind the scaling duration to R is that it would match the scaling availability of CC: at level 6, any kind of crowd control is relatively rare and previous, and Olaf being able to void that makes his tower dives, ganks and all-ins extremely powerful. However, once teamfights happen, CC becomes much more numerous and people become tankier overall, which limits Olaf's ability to make a lasting contribution. I feel Olaf would be able to scale super-well into the late game even without this increasing duration (he'd go nuts in extended trades, and his resilience would scale with the number of enemies he'd be fighting), but this is an additional measure to make his most unique form of power, total freedom of action, scale over time.