Talk:Gnar/@comment-25381422-20140903145206/@comment-6281696-20140905151310

O I agree with the principle behind your build. It's just that the build lacks offense nearly completly and thus feels weak, which is an issue that sturdier characters in LoL frequently have, they tend to either have massive issues getting damage going (and staying sturdy) or they use 1 godlike item and outtrade nearly everyone with just that by abusing a mechanic or free stat the champion has. On top of that, because of the difference between mega's and mini's strengths it becomes even more contrived to make a balanced build. The issue being that in his case BOTH forms need to be relevant in any given situation due to the lack of control over his transform, otherwise he just becomes unplayable half the time. Yes it's fine if for example Mega excels at team fights and Mini is better for chasing/fleeing, but Mega shouldn't be outrun by basicly everyone unless he hits every single skill he has and Mini shouldn't be blown up nearly immeadiatly the moment he gets focussed.

Also, no that's not enough to be a threat, under "normal" circumstances obviously if they are at 10% and you're full things change, against anything other than the most squishy of opponents, especially in mega (in mini his W is a wonderfull offensive ability). And people who completly forgo defenses I want to punch in the face anyway cuz they're a pain to deal with and completly uninteresting to play with/against since all fights just boils down to who has the most luck with the slight lag present in any game and ends up hitting first thanks to the obsession with damage that moba's have (freaking obssesion with the powerfantasy of decimating everything and hating the fantasy of being able to just shrug of all attacks)

Anyway tl;dr: He needs to become more consistent in terms of both forms their strengths, as opposed to having these two absolute extremes between forms (e.g. have him keep the movementspeed in Mega, and make mini a bit sturdier) and he needs to get a more consistent itemization, especially offensivly, (e.g. keep Hyper's damage in some form so AS stays valuable in both forms, or for example have AS translate to CDR in mega). And lastly, there just need to be more of these hybrid items that combine offense and defense, and certain other stat combinations, which currently can be a giant pain to get.