Talk:Bard/@comment-25978423-20150703235652/@comment-4091261-20150704212218

Welp, in all seriousness, is like an aura. For him to be useful, everyone has to use him. The same can be said for pretty much supports in general. The only difference here is that it is put into a literal sense with. People generally don't use it as effectively early game and it tends to cause a lot of pressure to build up against and his teamates making his entire purpose, to create pressure in two lanes through roaming, a lot more difficult and ending with generally terrible experiences.

Although, whenever is used effectively early on in the game, it creates terrifying pressure that makes even Tank  scary by giving positioning that would otherwise be impossible to achieve. People are well aware of his utility, it is just that people don't use it and then it inevitably leads to a subpar lane--causing roaming to be nigh impossible.

There are some workarounds to this by dropping his reliance on his utility early game through massive AP. Due to the three things he can reliably use in the laning phase--,, and --utilize AP ratios, can amp his laning phase by having monstrous AP early game and massively increasing his laning presence. The issue with this is that his lack of tankiness in this regard causes even to be reluctant to use his own  as it is much better suited to engaging than fleeing.

In any case, what I've found to be the most successful games are ones where people actually coordinate to use  for things like ganking early on in the game--as it can create very suprising setups and getaways. These are the most successful because having an enemy slip up into chasing into a portal with the jungler on the other side or  portaling alongside his jungler creates very devestating positions for the enemy to be in. This easily sets the enemy at a disadvantage for to do what he was designed to do, roam around and slap people with.