Orolrun first impressions

Been playing Orolrun for last two days, on the face of it the kit is rather simple. Line projectile ability charging it up increase the range, attack speed steroid with stacking element. Heal with knock-up plus protections. Opponents are slowed down, you speed up within a giant square.  

Amount of depth hidden away is quite awe inspiring. Enjoying newest magical attack damage carry or ADC. Last ADC physical hunter released smite 2 years ago. Designers wanted to bridge that gap, magical ADC was designed. One of my biggest complaints for the whole class, similar formula is often used. Leading to each class feeling similar with little to no depth. Often creating cookie cutter formula which is boring. Other games have different attack ranges, various buffs which change everything. I be honest not sure what else they do. Even mage attack damage carries are similar to physical carries. Designers have decided to release new mage ADC. Orolrun freatures new effect which slows down time. Apart from that freatures many older mechanics blended together.

I enjoy playing him which is weird normally hate ADC role. Orolrun requires some serious decision making to play well. Stacking ammo mechanics are nothing new, rama freatures this idea. Linking the idea together with some steroid charge is new. Increasing ability ranges is nothing new, Toth can increase his range. Don’t forget the heal with protection buff with small slow and knock back. Result is Orolrun who forces you to think about every decision. Maybe that a result of the current meta over design. Orolrun makes me think of Skadi, need to think about every decision. Need to be aware how each ability can be used when to use it. How best to control your opponents using the ultimate. Looks simple yet loads of depth across the board. 

Difficult to play in the middle lane due lacking lane pressure. Lack pressure is super important at the moment. Weakness of him immobility mixed with very weak lane clear no crowd control no self peel. Together deadly combo which lets any jungle or mid match up walk over you. Carry role the support can help babysit and patch up any weakness. Still have to be careful but much safer.  Hunters can outbox him until the middle game. Magical carries still don’t win against critical strike hunters. 

Do think some balancing is required mainly fixing the damage bugs which exist. Some minor improvements with some minor changes downwards. Been playing around with various builds focused on attack speed. 

First impressions are good who knows what everybody else thinks.