I don’t understand this.
She was and still is BALANCED when they released her but she has one of the lowest pick rates ever . Her winrate is balanced too
So I decided to (force myself) play her just to see why was this case. After experimenting with her paths and builds I realized why this was the case.
Shes so supportive, shes unwanted.
Yes I know she was made to be a sub-support but it doesnt help her. She barely has any damage to 1v1 anyone. And every other Jungler does what she does (not the support aspects) but better when it comes to playing solo q.
They only people I using her is mostly teams or guild teams that consistently play together and can use Inara to the fullest potential.
Otherwise she has no play in SoloQ…
I looked at her stats and saw that she has no major overdrives. The only one being major but questionable is her 0 EC on her A.
Which is just garbage.
I really think that they should shred just a LITTLE bit off of her utility and add it back to some overdrives on her abilities to make it a little easy NOT to die when stuck in a 1v1 situation.
She doesnt really need 10 seconds of a teamwide boost.
Also on the another note, here are some weird things to note about Inara:
• She has this thing where when you kick a enemy, you cannot move for like half a second. The same thing that happened with Reza before the changed his B or dash.
• Second thing is that her A is REALLY hard to see how far it reaches out to. It really needs a vfx update like what they did with Tier 3 Vox and his pulse range. I use it way to early thinking that the enemy is in range of my A but they arent since THERE BARELY ISNT ANY WAY TO SEE HOW FAR IT REACHES.
I would would love to see ^ that change. Also I would like to say that you guys should try her A out and see what im talking about and if it really does need a update in effects.
Then maybe HipsterSkaarf would find it worthy enough to spread onto semcs team