Am I only one who thinks she feels worse at every stage of the game?
I'm trying to understand the claim that she scales way harder. I'm finding she feels worse to play at every stage of the game including late.
If you are experienced on this champion and actually think she's good post rework, can you help me understand where I'm going wrong with my logic/perception?
Early game
- Ganks are impossible unless enemies are inting (Q cd)
- Have to accept wasted tempo every game crossing to other scuttle
- Gold leads feels fake, she still loses many 1v1s with a substantial gold lead
- This might be the first time I've ever experienced this on any champion.
- Typical good fundamentals (fight with numbers / gold lead) do not compensate enough for how weak her early is
- Her clear speed is just not good enough to compensate either
- Lookup dpm for average clears, nobody is clearing at 2:35
- Something must give. If she can't fight, can't have reasonable tempo, can't gank, can't clear fast to deny invades, then where is the agency?
Midgame
- More playable lv9+ and 2 items+ but still feels at a noticeable disadvantage to most champs.
- Almost feels like her scaling is "lagging" in the midgame even at reasonable number of stacks.
- Her E is not threatening enough vs low HP targets compared to the risk required to get in range
- Tempo just feels bad
- Not only due to reduced form duration but also MS. Those 2 are double nerfs to midgame tempo
- In general just too many things outside of one's control need to go well to survive midgame
- Back to no agency
Lategame
- Her primary lategame advantage comes from increased AS and doing full AA dmg right?
- Which means she needs to build damage items to take advantage of this and less durability items.
- But she's a melee character. She has to get into melee range of people to hit them, hence losing alot of HP in the process.
- Those 2 things above feel very anti synergistic to me. Having very high DPS as a melee glass cannon that can be cc'd and exploded doesn't work well.
- Hyperscalers like Kayle or Asol have long range, she doesn't.
- Master yi, the other melee hyperscaler I can think of for a comparison
- He has access to untargetability and damage reduction BOTH of which semi reset on takedowns
- Belv damage reduction has 12s CD at max level and current builds tend to not have much AH
- Heal through R is a self CC and often not easily accessible depending on position
- Only in SUPER late game, level 16+ and 2 durability items, she feels strong.
- First, that's irrelevant, not realistic to expect games to reach that point
- Second, pre-rework belv was IMO still as effective at that stage of the game, so what's the point?
So, what am I missing?