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Thresh Roles

Creator: ChaosPT January 26, 2013 2:40am
OTGBionicArm
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I havent found a problem with him yet. Though as stated his Q is very easy to telegraph. The Box doesn't need touched. it's perfect the way it is and has so many uses.

E is fine to, though I feel like the damage it does it next to nothing, perhaps a small buff to the base damage on it.
The Overmyynd
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Yeah, base damage buff on e would make jungling with him a HELL of alot easier. Im all for that!
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i dont really feel he should fit the jungling role. he should be where real farm is.


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Darcurse
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...

If they increased his attack range at all he would just be stupid OP. Either that or really weak, the rest of his scaling on abilities is pretty bad. He just needs a little fine tuning to work out the kinks and make him flow a bit easier.


No perm autorange increase just sth like "After using Flay Thresh gains X range on his next autottack" sth that would synergy with his Q, together with some minor overall fixes/tweaks/buffs he wouldn't have a kit that contradicts itself...

But that's just my opinion on him.
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Well, that wouldn't make much sense... Flay has a relatively short range (i believe it is just a touch shorter than his AA range? Not entirely certain though), so if he uses flay, there is no reason his AA should be longer, since if flay hits, the opponents are already within your AA range as it is.
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I mentioned that IMO Flay knockback is also too short.

Not saying that you need to knock the *****es half across the map, but using Flay (The whole idea with the +range alltogether) was only an example of what could be done.


I mean:
Giving him more range in whatever form contradicts itself, since he's meant to stick close to the enemy.

BUT

He already contradicts himself, having the armor dump and the retreat rope, while the only viable playstyle seems to be tank/support-tank.
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During crucial lategame teamfights he is ment to be in the thick of things as a tank, but during lanephase and midgame skirmishes his utility shines for getting people in and out of situations. It doesnt make him contradictory, it makes him flexible and viable through every point in the game.
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Darcurse
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Nothing against it, but that means the only things he's capable of are:

a) Pull back/shield the ADC after he got himself in a tight situation.
b) Hook in one of the enemies so your ADC can take them down.

Let's say you max lantern first since it's the most logical choice in this situation.
Otherwise it wouldn't make sense, not to mention that you can't play too defensive or you'll end up losing souls->def.

So what are you going to do now in order to get some kills?
Hooking the enemy, only to be closer to him than your own ADC and while you're similar squishy?
And after that you can Flay him (which doesn't really drag him closer to your ADC) and throw your Lantern in order to gain a shield, which is pretty meh compared to other supporters heals/shields?



tl;dr
He's meant to be played aggressively, but IMO his kit patially contradicts with this to a point where he will be his own worst enemy.
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So far Miss Fortune and Ashe have been the only carries I have supported, Miss Fortune being the better of the two.


We did rather well together, but I must say, that Gangplank was too gud.
OTGBionicArm
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I'm not seeing how his kit contradicts itself at all. He's simply a tank with better tools to actually lane with a carry that Blitzcrank and Leona don't have; IE Ranged poke and a shield/escape move for the carry.

It's pretty obvious Riot attempted to make a support with a similar feel to Blitz that everyone loves, but with some changes and a more support feel to it.

Edit:

Also his shield is actually pretty damn broken when you look at it. It can completely save one ally, not to mention is shields EVERYONE around it. I don't think a single other champion can do that. His E the only really lackluster ability, but it's pro for stopping dashes and such.

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