Greetings, Omeda.city,
It's time to take a closer look at Steel, often referred to as "the orange guy." His tankiness, coupled with straightforward gameplay and the synergy with powerful passive items, creates an imbalance, particularly when he’s played as an offlaner.
A more balanced approach to Steel would be highly appreciated for a fairer gameplay experience.
Thank you for considering this feedback!.
#Steel Offlane
48 messages · Page 1 of 1 (latest)
He is too strong
Steel is fine, it's skill issue.

Side note: Omeda City and Omeda Studios are two seperate entities.
The website Omeda.city is a 3rd party website, made by fans of the game.
The company, Omeda Studios, is the company that owns the game Predecessor.
I'd also like to point out that the issue is less of the character, and more of the item buffs as of recent times. Steel is a strong character nonetheless, but when combined with the tank damage items, he is a force to be reckoned with.
Even then, it's still a bit of a skill issue. His kit is full of CC, sure, but that CC has cooldowns. After that, his autos hit like a wet napkin.
Playing against him in offlane requires pretty basic positioning knowledge.
You should never stand still, and never stand in line with his Bull Rush. If he misses that, he's also likely to miss his Shield Bash, both of which activate his shield passive, enabling him to damage trade well.
Of course, in team combat situations, it's a different story. He's not the type you can ignore.
I'd advise not staying in a tightly packed group. Steel's Bull Rush into Ultimate is basically GG if it hits multiple people.
Also, focus down the damage dealers. 1 person can't keep the entire team off of the ADC.
Steel can feel really bad to play against, his CC chain combo with 3 different instance of CC, his high damage against ADC/mage for being a support that builds tank and his tankiness are too much for a character and make it really unfun in some instances
Personally I think that Steel would feel better to play against if Omeda focused more on his guardian role aspect, than in being a character that can CC lock the enemies while doing a lot of damage while also resisting a lot
In Paragon he had just 2 CC abilities at the same time in his kit, and his role was more about protecting the team with the shield and the tankiness his abilities provided to him
Bro, it's well balanced. You can counter steel easily. I know it's just skill issue. I mostly play offlane and you can win against steel normally for example as Riktor.
Cuz riktor is also broken rn

of course that will work !
Steel is fine rn and riktor also, another characters that can win against steel are Sevarog, Feng Mao, Grux
What are you talking about it's just skill issue.
Riktor is too strong rn, especially in offlane
And yeah sure it's possible to beat a character in lane
But that doesn't mean that they're not too strong etc
With Riktor XD
Exactly, even when a character is balanced (that is not the one with more winrate of the game), a character kit can be un-fun and unhealthy for a game. Seems that for some people a character just need a change if have 100% win rate and can't be beaten in any possible way
tanks are OP, nerf tanks, buff mages and adcs
Nerf tanks yes
But idk about buff mages and adcs
Theyre already getting some decent items from the looks of it
But nerf tank damage. Not like what Omeda does of nerfing tanks tankiness and increasing damage, or nerfing character utility instead of nerfing damage, or nerfing support's support capabilities instead of nerfing damage
Yeah tanks just don't need to do damage. They're supposed to be battlefield manipulators that use their kit to extend their lives and mitigate damage/peel for the team. I don't know why we can't find a solid place for them outside of a few select builds on the same 2 or 3 characters.
Like frankly, Fireblossom could afford to lose a good majority of its damage. Either by slowing of the tick rate or through manipulation of the raw numbers.
There's so many tank items that just rely on doing damage or something or gaining X when Y happens for Z seconds.
But most tank items are very self-serving which feels very opposite of the way they're meant to play. You think tanks would be like a mid area between the brawlers and supports, but we don't really have that.
Tanks are just meant to build like Brawlers but with a heavier emphasis on their health. Which is honestly more of a hindrance than anything given how many HP% damage items exist.
And passives on people. Etc.
It feels like a band-aid solution to the problem of tanks who have too much health tbh. Which wouldn't be that big of an issue if there weren't so many items that enabled tanky builds to enhance their damage.
not too long ago ADCs were smoking tanks at like lvl 3. Late game sev full stacks and build was getting obliterated in 1v1s with ADCs. we really don't need that again.
And Steel is strong, loses a lot of match ups pre 6 though. You understand how to starve him early and allow yourself to rotate and create value elsewhere instead of trying to trade with him. If he rotates with you while behind, he's going to stay behind.
tanks need to do some dmg to create pressure there's also the issue of true tanks being bad for the solo q experience because if u cant kill anything ur very team reliant
Tanks doesn't need absurd amounts of damage to be able to be useful, what they need are utility in their kit to be able to do things for their team, as providing peel to the ADC, protecting the team, interupting the enemies, blocking damage, cancelling enemy abilities, etc.
true tanks being bad for the solo q experience because if u cant kill anything ur very team reliant
Well, Narbash can kill anything and he is useful, the same can be applied to a true tank but instead of healing and providing movement speed the tank could block damage (remember original Terra RMB or Steel RMB), tanks damage (remember original Zinx R), and provide different kind of effects, peel and utility that is not just raw damage
League of legends have characters like Steel and Riktor that does literally the same function but without being having absurd amounts of damage, those being Blitzcrank and Leona
Riktor could continue being an amazing support even if you removed half of his damage, and make him just a CC machine. And Steel could continue being a great support character if you change his damage for utility in his kit, like for example being able to block damage with his shield like he did in Paragon. The damage is not the only way to make tanks be useful and should not even be a priority for a tank hero design
I didnt say a true tank isnt usefull it just requires more team coordination take rell for example shes tanky Af and can CC lock an entire team by herself but if her teammates cant follow up all her work if for nothing im saying these type of champs dont do well in the solo q experience till high mmr and they are thinking of the casual players who just want to hop on and kill stuff
im not disagreeing by the way just saying its not as easy as make all tanks more like true tanks
and they are thinking of the casual players who just want to hop on and kill stuff
Yeah, that is the problem with Predecessor, that they create a shittiest game just to appeal to that kind of players
well they are forced to seeing as thats like 90% of the player base
But the thing is, we already have 90% of characters designed like this, its so annoying when instead of trying to do something more ddep and different Omeda does the same again
also this is a riot dev philosophy im quoting august tbh
Well, I would not say its not easy, but more that is not the kind of thing Omeda wants to offer
Yeah, Riot has been following this philosophy of doing the game go around damage for years
But like 10 years or so xd (Edit, the last true tank has been Rell in 2020, and the previous one was Braum in 2014)
i dont disagree especially with terra i thought that would be a true tank experience
well theres alot of archetypes they havent delivered on i just hop they cook with the original champs cant wait for the overloaded drain tank
But the archetype they had delivered a lot of the damage bruiser XD
Seems that they only release that type of character
Terra was the last evidence that I needed to confirm that Omeda has been always doing the "Brawler game" that we always criticize Overprime for being