#Steel Offlane

48 messages · Page 1 of 1 (latest)

livid kraken
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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!.

wide totem
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He is too strong

past basin
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Steel is fine, it's skill issue.

next ermine
runic birch
runic birch
# livid kraken Greetings, Omeda.city, It's time to take a closer look at Steel, often referre...

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.

limber moss
# past basin Steel is fine, it's skill issue.

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

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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

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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

past basin
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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.

next ermine
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of course that will work !

past basin
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Steel is fine rn and riktor also, another characters that can win against steel are Sevarog, Feng Mao, Grux

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What are you talking about it's just skill issue.

neat trail
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And yeah sure it's possible to beat a character in lane
But that doesn't mean that they're not too strong etc

limber moss
mellow fulcrum
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tanks are OP, nerf tanks, buff mages and adcs

neat trail
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Nerf tanks yes
But idk about buff mages and adcs
Theyre already getting some decent items from the looks of it

limber moss
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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

onyx fern
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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.

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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.

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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.

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And passives on people. Etc.

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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.

spare ember
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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.

cosmic epoch
limber moss
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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

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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

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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

cosmic epoch
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im not disagreeing by the way just saying its not as easy as make all tanks more like true tanks

limber moss
cosmic epoch
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well they are forced to seeing as thats like 90% of the player base

limber moss
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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

cosmic epoch
limber moss
limber moss
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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)

cosmic epoch
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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

limber moss
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But the archetype they had delivered a lot of the damage bruiser XD

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Seems that they only release that type of character

limber moss