@RiotRepertoir -- Let's talk about the direction of the much-needed Nidalee rework

Elastoid·5/4/2014, 10:13:17 AM·29 votes·8,538 views

I made this thread in the forums, but I realized your posts on the subject were in the community beta, so maybe that's a better place to try to reach you. Heard you're the one fixing Nidalee. Good, she needs it.

  1. You can't reduce Nidalee's spear's hitbox without drastically nerfing her. Still, her current hitbox/visual ratio cannot stand, because it frustrates players when they are visually certain they've dodged the spear, but they haven't. There are a couple threads on this -- SaltyTeemo4Life's seems to have grown the most traction.

Even if you see Nidalee as perfectly balanced, the least you can do is visually update the spears to reflect how big they are, because there's no philosophical justification for something as frustrating as getting chunked or killed by a Nidalee spear that anyone watching would say you'd dodged.

  1. Nidalee's transform mechanic is archaic. As you observed, she doesn't need to use cougar as part of her regular kill pattern. That's simultaneously lame and sort of necessary, because she can't be a cougar pre-6.

She's the first champion created with multiple forms. There are two other champions with a shape-change available only at level 6 -- Quinn and Shyvana. Neither of their new forms grant new abilities, and neither of them are able to use their new form at will. The new form is basically a stronger version of them -- well, Quinn goes melee, but she gets way faster and can do that cool skystrike thing. Anyway, Nidalee's transform isn't like that at all.

Nidalee's transforming seems more on par with Jayce and Elise -- having six abilites and no true ultimate. The problem with that is that Nidalee is the only one of those three who must wait until level 6 to access these abilities. It actually makes little sense for her.

  1. Her non-Javelin Toss abilities could use a look. Soraka has a .35 AP heal on a 20 second cooldown. Nidalee has a .7 AP heal on a 10 second cooldown. Nidalee's traps have an AP ratio comparable to Teemo's traps (.4 on Nidalee, .5 on Teemo) and Nidalee's come with a 40% MR reduction so they can potentially do more damage. The 40% armor shred means that with the cap of 40% armor/MR shred from the offensive mastery and Void Staff/Last Whisper, an enemy will effectively only have 36% of his defensive stats. A tank with 250 armor is reduced to 90 for the sake of actual damage reduction. Ouch.

These abilities are so good that most of the time you see Nidalee actually USE her cougar form only when a) she needs to move faster, either to chase or escape, or b) she needs to clear a wave. In combat, the majority of what Nidalee does is in human form. These abilities are also frustrating to play against -- her damage output from her spears alone is comparable to other mages, and yet she has so much utility in Bushwhack and Primal Surge to go along with it.

  1. As an aside, her six abilities have three names. I got killed by a Javelin Toss, not by Javelin Toss/Takedown. She's not even level 6 yet, she didn't use Takedown. What is this?

With all that in mind, Nidalee needs a rework, and I'd like to make suggestions regarding the direction of that rework.

  1. Fix her spears. Give them a new hitbox, and make sure the visual size of the spear matches the actual size of the hitbox. If you do nothing else, you MUST make sure, visually, the spears and the hitbox match.

That said, I strongly disagree with the direction you've expressed interest in pursuing with her spears: "At this rate, I wouldn’t expect Javelin Toss to undergo fundamental changes to its mechanics. It will almost assuredly remain a 'deals more damage at greater range' ability, and it will hurt to get hit by."

Why is that? That aspect of the spears has a lot of ridiculousness attached to it.

a) It makes little sense in her kit -- if she has to go into melee form to execute, champions are ironically the safest from her the farthest they are away. If she hits a long-range spear to bring you low, her only option to finish the kill is to try to hit another spear.

b) It makes even less sense in terms of the overall health of the game. Given the projectile speed, the spears that land at max range are the ones that champions have ample time to dodge. Sure, there's the possibility that the champion is rooted or stunned, but there's also a very high instance of spears hitting faraway champions by accident (or, more commonly, hitting champions who THOUGHT they'd dodged them). It also means that in sieges, Nidalee's damage is most insane when she's completely safe, and likely in the fog of war, so the spears are difficult to see coming. You guys nerfed the Jayce poke because having that much damage on an 8 second cooldown was sort of ridiculous. Nidalee's got more damage -- albeit single-target -- on a 6 second cooldown.

c) It makes even LESS sense in the reality of your game. Sure, I understand the spears are magical, but I'm still not sold on a spear that GAINS momentum after it's thrown. Its power and accuracy would decrease at a distance.

Overall, having the spears do more damage from farther away is a mechanic that sounds interesting, but in practice brings with it a large set of problems for both the player using it and the player having to adapt to it. Now, it's the single most defining part of Nidalee's identity, which would at first make someone want to avoid changing it. Don't go with that feeling -- why is it that a champion with a shapeshifting mechanic has so much of her identity wrapped up in a single ability in her default human form? Having the focus shifted away from that one ability and moved towards the shapeshifting would be a good thing.

With that in mind, I'd strongly consider making her spears do more damage up close, and have that damage start to decay around 600 range. Sure, this makes her poke less potent (but the game got better when you made Jayce's poke less potent), but it also makes her up-close danger much more significant, as she can chunk you hard while in Pounce range. If the damage doesn't decay too significantly, then her poke will still hurt, she'll just need to get a little get closer to chunk a carry down to 30% health with a single spear, which introduces some counterplay at that stage besides five banshee's veils.

(Another, less drastic possibility that occurred to me later was having the spear do damage like Elise's Venomous Bite -- doing flat damage, but also percent missing health damage that scales up. If a Nidalee spear did execute damage, then her kill potential is still quite high, but sieging, she won't bring a carry from full health to 1/3.)

  1. Give her transform at level 1, like Jayce and Elise. This would be a huge buff all on its own, so it'd require the rebalancing of a real rework -- right now her largest weakness is the lack of wave clear pre-6 -- but it's a good idea. Nidalee was a transform champion made when you guys weren't sure how to do transform champions. Jayce and Elise are just more polished. Take some of the ridiculous power in Nidalee's human form abilities and move it to her Cougar stance, giving her more reason to use her Cougar stance in a prolonged fight.

This allows you to move more of her power freely into her cougar form without crippling her as a champion with a dismal pre-6 game. It allows you to shift (har har) the focus of her identity from spearchucker to shapeshifting predator. It also opens up new and exciting avenues of gameplay -- you'd see people taking her into the jungle, where she can be more of a prowling predator.

  1. Envision her using her full combo. Primal Surge is great in lane, but when you think about it... she uses a heal in ranged form, then goes to melee? She's more likely to take damage in melee form, isn't she? Jayce and Elise have a nice flow to their combos, where one ability clearly follows the other and you can use all six in a single engage (and most likely get a kill). Nidalee should have something like that, even if for no other reason than "it's fun."

A better reason, though, is that if she can't use her full combo in one engage, then you have two possible instances. First, where she doesn't NEED her full combo to get a kill (the current state), meaning she's powerful enough to reliably get kills with one or two abilities (in this case, one), and then the rest of her kit is either useless, or extra, added power that does other things for the team. In that case, she's overloaded. The second instance is where she can't get kills without using her full combo (this sometimes happens, when she's underfed), which means she'll have huge difficulty getting solo kills, because her kit is too clunky to fit together. This is what happens when she lands a max range javelin to bring someone low but can't complete the kill because at max range, she's too far away to get to them in cougar form.

65 Comments

RiotRiotRepertoir5/5/2014, 8:49:51 PM11 votes

Hi guys,

Unfortunately, we're not ready to disclose exact details on the rework, but I wanted to drop in and let you know that I've read this and comment on a few things.

her current hitbox/visual ratio cannot stand, because it frustrates players when they are visually certain they've dodged the spear, but they haven't.

It's absolutely frustrating when skillshots that appear to have been dodged hit, and we're looking into making this better. Reasons that include missile width, missile height, terrain height differences, and particle representation combine to cause some issues here.

Her non-Javelin Toss abilities could use a look

Agreed. Though the abilities themselves are very similar in the working kit we have slated to rework, I can tell you that we've looked into the mechanics and/or numbers on all her abilities.

In combat, the majority of what Nidalee does is in human form

If the rework stays on track (which it currently is), this will not be the case following its release.

I got killed by a Javelin Toss, not by Javelin Toss/Takedown

Death Recap will is properly differentiating between human and cougar abilities in the rework. This required a bit of a character rewrite, which is why it hasn't been shipped to Live yet.

That aspect of the spears has a lot of ridiculousness attached to it.

It may seem this way, but point-blanking a skill shot for huge damage is a far worse variant of gameplay. Spears will likely continue to gain damage from range, and I can assure you the damage of the version of Javelin Toss we're playing internally is much more tolerable to the enemy.

Give her transform at level 1

This is something we've given quite a bit of thought to, but haven't come to a firm decision on yet.

Envision her using her full combo

That is a large part of what this rework is all about, and it's very important to me that it flows well and feels awesome. I think we're just about there.

Sorry I can't talk exact specifics at the moment. As soon as we are at the point where we're sufficiently confident, I'll come back and have a more details-oriented discussion. I really appreciate all the thoughts you guys have here. Great discussion!

Hyrum Graff5/4/2014, 2:58:55 PM5 votes

1a) I honestly think that if the visuals were changed to match the hitbox (and perhaps the hitbox made just a hair narrower, that it would fix a lot of Nidalee. The stated counterplay is "dodge the spears," but right now that's hard to do, since the spear doesn't match the hitbox.

Especially, I think the spear should have two hitboxes: one (half the current width) straight down the center of the spear, does the current damage. The other, along each side of the spear, 1/4 width, does 1/2 damage. The effect: if the spear only grazes you, it only does half damage. I think this makes sense both gameplsy-wise (you should be rewarded for partially dodging the spear, but if you get head-on nailed, that's your fault; at the same time nid doesn't feel useless because she can never land spears (like would happen if you just reduced the hitbox. It also makes sense intuitively: if a spear doesn't hit you head-on, it's not going to hurt as much.

I think you could just make that change, and nid would stop being toxic, and you could put some power back into her ult (give her back bonus defensive stats in cougar form! You want to encourage nid to go melee!). However, if we're assuming she needs more changes, I'll continue to address your other points.

I'll talk a little more about spears, and address your last points, at the end of this reply.

  1. I agree with you here. Because nid doesn't have a pre-6 ultimate, her human form abilities (especially heal) need to be strong enough for her to survive in lane. This means that once she gets her ultimate, her human form abilities are still strong. Nid is squishy, so going cougar for anything other than mobility and executes is just too risky.

Giving her a lvl 1 ult would allow you to give small nerfs to her human form abilities, specifically heal, and especially if Riot gives her back the MR/AR in cougar form (which they should).

  1. Here's where I disagree with you. First, the shroom comparison.

Let's be clear here: Teemo shrooms deal double the base damage of a nidalee trap and, most importantly, their damage is not why they hit like a truck, anyway. They hit like a truck because they slow and deal DoT, and there's this pretty mask that Teemo likes to buy.. Furthermore, though the shroom restock CD is higher than the trap cd, teemo can store 3 at once (teemo doesn't have to spam traps on cooldown or risk them going to waste), and Shrooms last on the map for 10 minutes where traps last for only 4. Finally, traps are visible!

Second, the Soraka comparison

Soraka's heal CD is reduced by 2 each time she hits an enemy with starcall (once per starcall). So Soraka's heal has a similar in-combat cooldown to nid's. Soraka's base heal is 25 lower than nid's at max rank, but is 1% more powerful for each 2% of her target's missing hp, her heal can actually have up to 100 more base and only 25% less AP ratio than Nid's (meaning: they heal for the same at 400 AP each). This means that Soraka heal can be useful even if she builds tanky (this is also due to the rest of her kit), but in order for Nid to be useful she needs to build full AP. This means she's still going to get popped in a fight, where raka will stick around to continue healing people. Finally, Soraka's also gives a crap ton of armor. These things all combine to mean that nid's heal is better out of combat, during seiges, but raka's is better in combat.

I need to end my post here because I'm hitting a character limit, but I'll continue in a reply.

Chaotic1345/4/2014, 5:52:46 PM4 votes

Ciderhelm did a great video on Nidalee https://www.youtube.com/watch?v=hkBA13nEIJk

Summonerrr 15/7/2014, 2:39:12 AM2 votes

Hire HowDolShot.

Whyu5/5/2014, 8:26:54 AM2 votes

I think there's a difference between "competitive" Nidalee (that is Nidalee where she's played top tier competitively -> LCS, etc), and Solo Queue Nidalee (that is where Nidalee is played in a Solo Queue Game, generally considered to be ranked games).

I think "competitive" Nidalee isn't that problematic; I think Solo Queue Nidalee is a toxic as hell.

I think the problem with Solo Queue Nidalee is that her Cougar form is mostly pointless to the play style that's been developed for Solo Queue games. The only exceptions are when Nidalee uses her Cougar form for wave clear or escape.

I therefore think the best approach would be to remove some of the power from human form Nidalee (who arguably shouldn't be as powerful as she if pre-6 anyway) and put more strength into her cougar form.

Otherwise I'd keep her spear as is, and have the damage be reduced dependent on the target's hp %. In other words as her target loses hp she does less damage with her spears. It would make her spear effective as a "first strike" tool and still creates threat. However to finish a target Nidalee would need to engage that target with her cougar form.

I'd put a limit on the number of traps she can place (currently it's 13 traps without CDR and 22 traps with CDR) I'd have it set at a max trap of 3 (similar to Caitlyn's traps). It's all sorts of insane that Nidalee can spam her traps as much as she can particularly considering they last 4 minutes! and have one of the longest standard ability debuff duration in the game. Also that debuff is up to 40% armor and Magic resist reduction, that's huge!. That destroys the effectiveness of any tank that stands on it.

I'd change Nidalee's heal to a self heal. I feel this wouldn't change much of Nidalee's identity. I realize it would be effectively removing a support champion from the small pool of support champions but I feel like she's generally not played as support anyway. That nidalee heal is way too strong as it stands (imo). It's got a huge AP ratio, a pretty significant attack speed buff on it, and the rest of her kit isn't that good for a support champion (imo). Particularly since her cougar form does nothing to help her support. It's entirely useless for support Nidalee. Without massive changes to her cougar form, support Nidalee isn't worth keeping (imo). It's half a champion, much like Solo Queue Nidalee. Although, there's potential for Solo Queue Nidalee to be more: Support Nidalee (imo) never will be (not without massive cougar form changes).

Otherwise I think Cougar forms needs some solid buffs. I think after the changes to her human form have taken place there's more than enough room in her "power budget" to give her some solid buffs to her cougar form. I'd seriously considering giving Nidalee her Cougar form at level 1 (particularly since it may open up Jungle Nidalee ... which feels like it might be a good fit for her theme). The changes to her spear would mean she can't just "spear from the jungle" and pick up easy kills but it also means her spear would be useful (hopefully not "too" useful).

Anyway, that's my thoughts.

Worgslarg5/4/2014, 12:26:15 PM2 votes

I agree with all of this, but IMO her Q should deal %hp damage( true, but no ap scaling), and debuff the target. The debuff reduces further spear damage, but greatly increases cougar form takedown damage.

This allows nid to still have a useful spear in team fights, and gives her incentive to close to melee

KitaruArashi5/5/2014, 12:46:11 AM2 votes

I think that, since her cougar "Q" is an execute, her human "Q" should also be, even if they have to cut the range (Which she kinda needs anyway). Also, I believe the AP ratio is too damn high. The only reason I bought Nidalee was because I thought she would be a powerful brawler in cougar form, and a decent support/carry in human. Instead she feels like a kitty-cat turned mage.

lorewise5/5/2014, 5:29:46 AM2 votes

I agree with the adjustment to the hitbox.

Disagree about spears. Well, mostly. It would probably just be better if they reduced the damage slightly rather than rework the mechanic. It's so satisfying landing a long range spear I'd hate to see that change.

Completely agree about giving her cougar at level 1. Nid needs to be viable as a jungler and as it is she has to have way too much help before level 3 and really doesn't become decent till 6.

OblongOtter5/4/2014, 11:50:23 PM1 votes

I like making her Qs do current health instead. Still good for sieges, less good for random "OMG WTF BBQ FOG OF WAR BS." Plus it synergizes well with her missing health cougar Q. Other ideas I have are:

  • Making it visible in the fog of war like Teleport and Shaco's Q.

  • Moving some power to her E, making it add damage over time to auto attacks sorta like a mix of Teemo and Nami's Es.

  • I had another idea but I forgot.

Also why does it give me a red line for the word "Teleport" but the word "sorta" is perfectly fine?

Rón Jeremy5/4/2014, 5:47:20 PM1 votes

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