Talk:Volibear/@comment-3308937-20111203103442

http://na.leagueoflegends.com/board/showthread.php?p=17983574#post17983574 Statikk's post in a thread titled "Volibears kit is not broken, the numbers are just way off"

Q can only be used aggressively due to the speed towards champion mechanic. As we even slightly lower his combat effectiveness (tankiness and/or damage threat), this ability will drop off drastically in its usability. Melee generally have a very tough time in our game if we don't give them enough tools or raw power to deal with their innate disadvantage. The Movement Speed number is a bit high, but it's essential to the feel of the ability and due to the above-mentioned conditionals, I'm fairly okay with this one.

W's damage is definitely too high especially for its current cooldown, largely due to the high Bonus Health scaling but also due to the fairly high base damage values. We wanted this to be an execute mechanic but at its current tuning it feels great as just a regular DPS ability and then insanely amazing when used optimally as an execute. It is succeeding in allowing Volibear's to build tanky and still feel threatening but just doing that too well at the moment. Will be looking to scale this back a bit.

R's damage is scary yes, R is also his ultimate and is intended to be his "unignorability" mechanic. At the end of the day, ultimates need to feel game-defining, and requiring repeated melee strikes (which can be a huge pain against many team comps) to get the full mileage largely justifies the current tuning. If the number is too high, we can eventually pull it back some but I'm reluctant due to the fact that it is his ultimate and we are already looking to lower some of the current combat dominance of his W.