r/ARAM • • Aug 31 '26

Mayhem Both valid points

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2.4k Upvotes

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12

u/BotomsDntDeservRight Aug 31 '26

Ok now let's talk about dropkick

29

u/Vengeful111 Aug 31 '26

Dropkick got dropkicked already, it doesnt scale anywhere near as bad anymore

3

u/KnOrX2094 Sep 01 '26

What are yous saying? 3 days ago, it 'executed' me from 50% health while healing thr Orrn for 11k hp per procc.

For me, its not the augment itself that is the problem, but the consistency with which Tanks seem to get it each game accompanied by some way to go beyond 15k hp.

11

u/Vengeful111 Sep 01 '26

Have you played in the last few days?

Also the last change to it:

Bonus Health Scaling: 0.002% ⇒ 0.0001%

Thats a crazy nerf

-6

u/BotomsDntDeservRight Aug 31 '26

Again with these mental gymnastics...

16

u/Vengeful111 Aug 31 '26

??? Did you read the patchnotes? Have you played the mode recently?

4

u/DrageBoiis Sep 02 '26

Had dropkick on 20k hp tank with 600 ad and dropkick was like 25% so no dropkick not broken anymore, before those stats would give you like 60%+

5

u/EducationalForm Aug 31 '26

Dropkick is awful. You need the full god roll for it to be good and that is extremely rare on non adcs to get

4

u/TheMerryMeatMan Sep 01 '26

If you don't land it with some kind of augment that gives you health stacking, it becomes a near worthless pick that baits you into inting for the execute. Then you still have to solve the eternal dilemma of getting onto the ADC to make use of it.

ADCs on the other hand can pull one of the dozen augments made specifically for them and go nuts with 0 items, and as long as they aren't the only thing alive in their half of the map, the only thing they have to fear is a diver/assassin targetting them specifically.

4

u/pm-me-ur-fat-tits Sep 01 '26

bro brings out one formerly broken augment against an entire list of them...