Talk:Lee Sin/@comment-4167645-20131029105317

I read through the entire argument below, and didn't garner any useful counter-arguments except "75 range is better".

However, I do agree that the 75 range will impact Lee Sin play a lot and could potentially be ridiculous. In my opinion, my biggest frustration with Lee Sin is how much the sightstone item opens up for him as it now allows a directed 700 range jump.

Back then, sight wards were unpopular and expensive as heck, so Lee Sins didn't have this freedom to play around with. But when the prices dropped, people experimented with the use of it as an emergency use. Then sightstone came out, and Lee Sin could drop an endless amount of them at no additional variable cost.

I feel that Lee Sin as a champion himself is pretty alright, but people are using ward-jumps to cover most of their weaknesses or inabilities and this is what makes him OP. Back then, the only way to escape as a Lee Sin without wards was to tag someone, kick him away and ride him as an escape route. This was awesome. Lee Sin is jam packed with damage and utility, but is limited by the fact that he needs to position and hit Q well.

Now with ward-jumping, they circumvent the risk of missing Q or the need to position behind an enemy. The Insec kick was popularized, and now being tagged with a Q is almost a death sentence, with even the lousy ones only kicking the target a little off center. Additionally, instead of actually tagging an enemy with Q to enter range and start a combo, people are just dropping wards next to their target and jumping to it, crippling the target and making Q a guaranteed hit, upon which you are almost guaranteed to die.

My point about the 75 range is that you could sometimes get out of range fast enough when LS drops a ward on you and jumps to it for a cripple spell. Now however that won't be possible. And for the Lee Sins with greater apm that didn't need this, it effectively extends the range at which they can tag you with a cripple because now they can perform a ward-plant-jump from further away and still slow you down for a Q-kick execute.