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

Elastoid··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

RiotRiotRepertoir11 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!

Thales4 votes

It seems to me that traps have a large amount of power that's not readily appreciable right now. The 40% armor/MR shred for 8 seconds is huge. When trap finally gets maxed, it's better at crippling tanks than Trundle ult is!

Perhaps make its power a little more selfish, and a little more central to the kit? Conceivably have some of the damage of her spears only unlock when striking enemies afflicted by traps?

Elastoid4 votes

I'm appreciative you took the time to respond. I'm going to go ahead and disagree with you a couple times, though.

It may seem this way,* but point-blanking a skill shot for huge damage is a far worse variant of gameplay.*

If we were looking at Nidalee in a vacuum I could maybe agree, but given the number of champions whose point-blank skillshots do lots of damage, I've got to question that. Buckshot does 170% damage up close. Jayce can throw an accelerated Shock Blast at someone within autoattack range without much difficulty. Arcanopulse has a large range but isn't any less of a problem when used at close range. Ditto for Mystic Shot and Zap!. Same goes for Bouncing Bomb. These skills have long ranges, but they're much more difficult to dodge at close range, and they don't lose any damage up close.

Sure, if Nidalee's spears did 575 +1.62 AP at close range, that'd be a problem, but the idea isn't to keep the values the same and just invert the area of greatest threat. It's that, since you're reworking her anyway, you might as well change this mechanic to be more agreeable, for all the reasons already mentioned.

It seems to be a mechanic that's fundamental to the game that damage needs to have a risk/reward element. Having the spears scale up as they travel means Nidalee's damage output is highest when she's least at risk to take damage back. If the damage she's doing is at all significant, that still represents a huge problem, and if it's not significant, then you might as well dump the skill entirely.

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.

I can't stress how strongly I disagree with that decision. I could well be proven wrong, but again, I contend that making Nidalee's damage greater when she's not at risk to take any back is a broken mechanic. It severely limits counterplay and means she can continue to do risk-free damage, while trying to deal with her represents a huge risk to the enemy team.

The conventional wisdom for dealing with Nidalee now often means finding a way to close on her -- a tall order, given she's usually at the back of her team -- because her damage output is smaller up close. Making spears do more damage close up gives the enemy reason to stay away, but gives her reason to come close. Also, it puts her more in line with other champions who also do more damage when they get closer.

The other thing I have to mention is this:

[Giving her transform at level 1] is something we've given quite a bit of thought to, but haven't come to a firm decision on yet.

Given the vast power swing that would come with giving her transform at level 1, I would think that's one of the first things you'd have to come to a firm decision on. Giving her transform at level 1 changes so many things, not the least of which is she becomes a viable jungle option, meaning so many aspects of her core gameplay need to be revisited.

If allowing Nidalee to transform at level 1 is being seriously considered, I really hope you come up with a decision about that first. Obviously, I think it's a good idea -- it seems essential, in fact. If you want her to use both forms interchangeably, you have to budget close to half her power in either form. If she can't transform at level 1, that would mean she'd have to be unbelievably weak pre-6, which is why there's so much power in her human form kit, which is why she's the mess she is now.

Seems to me that merely making the spear damage "tolerable" makes this whole rework sound like a numerical nerf that takes a lot of the damage out of Javelin Toss but leaves the core mechanical issue still very much alive, which doesn't seem like it'd make anyone happy. The Nidalee players would be upset that her damage was nerfed, and those playing against her would have the same problem that they can't get to her to stop her max-range spears -- only now, it's less of a problem unless she's fed.

Sagee Prime1 votes

If we were looking at Nidalee in a vacuum I could maybe agree, but given the number of champions whose point-blank skillshots do lots of damage, I've got to question that. Buckshot does 170% damage up close. Jayce can throw an accelerated Shock Blast at someone within autoattack range without much difficulty. Arcanopulse has a large range but isn't any less of a problem when used at close range. Ditto for Mystic Shot and Zap!. Same goes for Bouncing Bomb. These skills have long ranges, but they're much more difficult to dodge at close range, and they don't lose any damage up close.

None of these champions have the same follow up damage as Nidalee either. Nidalee's Javelin Toss at max range can do damage equal to her entire cougar combo.

Just imagine that Nidalee lands a 575 damage Q and then jumps in as a cougar hitting pounce and swipe for a combined 225 and 300 damage and finishing off with takedown for close to 600 damage. That is about 1700 damage that Nidalee just pulled off in about 2-3 seconds worth of time and that is if she has 0 AP or bonus AD. There is considerably less counterplay in that imo and it makes her much harder to balance out. If they make it so her damage on Javelin Toss isn't the highlight of her kit that would be preferable.

Jingerbeardman1 votes

so legit question that i would love to hear the reasoning for is why you have yet to decide if she should be able to transform at level one or not. the only downside I can see for it atm is her mobility in cougar form being a little to high that early on.

Earl Eulrich1 votes

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.

I´m fine with leaving cougar relatively the same as it is (but make w jump into mousedirection finally), but human form needs some fundamental changes - the combination of long-range poke and incredible sustain due to a very strong heal just shouldn´t exist in a single champion. Also - the 40%pen+vision onthe traps need a serious shift, free voidstaff+last whisper is just way to strong and disallows tanks to clean up traps for their team (or renders them unable to engage vs nidas siege for another 8sec after stepping in a trap once).

Also:

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.

I think allowing her to have catform at lvl 1 would be the most important thing for a sucessful rework, as it smoothens out her powercurve bigtime. Right now there´s almost no melee that can survive an all in at lvl 6/11 vs nid, as her basedmg on cougarform is ridiculously high at those lvls, so you´re even punished for closing the gap 1v1. And as her ultimate works exactly the same as Elise or Jayce there´s no reason to make her wait till lvl 6 at all (other than some false sense of nostalgic for her outdated design).

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.

SO the last question here for me would be...why does javelintoss have to be a dmg-skill? Wouldn´t it make more sense to make her humanform kit more utility based and give her abilities to chase down a single target into close range so she can then use her cougarform to finish it off? sth. similar to vaynes e would work out very well i´d reckon - making the spears knock back a little and then apply a slow+bleed (gives vision+enhances her cougarformdmg on the target)/if the target is close to a wall it get´s rooted for x seconds.

Matronmalis1 votes

A good way, i believe, to "balance" her q would be to change the mechanic a bit around a "sweet spot". As in: A spear starts with x damage, gains damage until a certain range, say her AA range +20% and then loses power until it reaches max range. That would still leave the q's style somewhat similar yet also balanced seeing as how she will have to be a lot closer to the action to maximize her damage yet still far away to have some team security.

As for the traps they are indeed stupidly overpowered for a good team, the vision alone limits your plays capability and the resistance reduction really reduces your team fight durability

Sagee Prime1 votes

I kinda like the sweet spot idea

Splinterheart2 votes

I can't provide any of the cool discussions others are, but I do want to ask if this rework will be keeping Bruiser Nidalee a thing? From the sounds of it, more time spent in cougar form is already beneficial to this playstyle, but I just wanna check.

exe31 votes

Any chance her autoattack projectile is getting looked at? I stopped playing her because auto attacking was awkward as the projectile will pass through the unit before it 'connects' (it won't hit until half way down the AA's spear).

matrii thana1 votes

i disagree that nidalee's power is tied to her human form. her damage is tied to her human form, which is the most visible. however, the main reason spears land in the first place is what occurs long before the spear is ever thrown - positioning. this is almost entirely done in cougar form. not just pounce, either. swipe and takedown are wave clear that nidalee needs to produce angles. so it's actually quite a lot of preparation to set the stage for a spear.

also, nidalee's kill potential is much lower than other assassins in a 1v1. her spear damage, even if she catches opponents unaware, is low compared to other standard assassins (leblanc or zed). most people complain about simply going back when hit by a spear, rather than other assassins which simply kill their target. in team fights, nidalee can be largely countered at any time by positioning. this is not true of many other assassins who can seize an opportunity or opening much more effectively with much higher damage output in a team fight - in fact, all assassins and ap mages can arguably optimize openings better than nidalee. both weaknesses in 1v1 and team fights are compensated in spear damage. her spear is also on a decently long cooldown compared to other ranged ap mages such as annie as far as burst damage.

her efficacy in the current meta is mostly due to the arms race in damage. Long Range Damage Compositions will counter this and damage resistance will in turn, counter LRDC. it is not particularly problematic of the champion. applying disadvantages to any champion while they are effective against the meta becomes particularly problematic when they are no longer effective in the meta they are now at a pronounced disadvantage overall.

Hyrum Graff5 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.

Hyrum Graff4 votes

1b) I think nid's spear is core to her identity for two reasons: because it's her bread-and-butter skill, and because it's the only super-long-range skillshot that does more damage with distance (Jinx's ult doesn't count; it's not spammable, and it is an execute). I think it is a necessity to stay true to this identity - look at the response to the skarner rework, which failed to do this. So the better question, I think, is to look at how we can keep this identity while making nid healthy. I think it should work like this (I'll put in fake numbers, because it's easier to read that way, but obviously the numbers would need to be tweaked, probably nerfed):

  • Nid's spear deals 150 (+ 35% AP) damage, which increases up to 300 (+ 100% AP) at max range.
  • When the spear hits, it applies a mark to its target for 5 seconds.
  • When nid is in cougar form and uses takedown on a marked target, it detonates to deal an additional 500 (+ 150% AP) (- damage dealt by spear, before resistances) magic damage. This is in addition to her normal takedown damage.
  • If we implement my "changed hitbox" idea, a "graze" by the spear makes the mark only deal half damage.

Essentially, hitting the spear and detonating the mark deals 500 (+ 150% AP) regardless of how close they are. This keeps nid's distance scaling mechanic, but lets us nerf the numbers for raw poke without taking power out of nid's kit. Furthermore, it lets her be useful in teamfights by hitting a q and detonating the mark, instead of just sitting back and spearing, afraid to go in, like she does now.

Finally, I'd personally like to see Nid's trap on a shorter cooldown.

Worgslarg1 votes

Your ideas seem much more fleshed out then mine, and I like them However, on traps, the cooldown seems fine to me, but damage could be buffed, and a duration of 6-8 minutes would be much better imo

Elastoid7 votes

Why is it necessary to stay true to the identity? No one's really explained that, except that people were upset with the Skarner rework.

Nidalee's got an INTENDED identity (shapeshifter) and an ACTUAL identity (spearchucker). The spearchucker identity is one-dimensional. It ignores the rest of her kit. It synergizes not at all with most of her kit, although it could be argued to synergize with the long-distance traps (in a way that's sort of cheap).

If Nidalee's current identity were something worth defending, maybe you'd have a point, but it's not. Riot named Nidalee "the Beastial Huntress," not the "Javelin Thrower" -- they intended for her identity to be something different. The way she is now is a blemish. It's a stain. It's an eyesore, a taint, a mistake in need of correcting.

Every time someone says "But if you change the spears, you change who she IS," I have to ask... SO?

Also, Graff's first name is spelled Hiram.

Earl Eulrich1 votes

This is a great point...i could actually see a version of Nid in which her spears would only pin targets down (stun/root) and doing minimal dmg + her heal should shift to some ms buff or the likes - so she can close the gap and fight them in cougar form. Then her skillset in human-form would be about hunting (->getting things in range) and her cougarform would be for actual fighting, which would be quite cohesive. Cougar form should be available from lvl 1 ofc for such a remake (but that´s long overdue anyway).

Elastoid1 votes

To those two points -- 1) It's true that Teemo's traps do lots of stuff that Nidalee's don't. That said, Nidalee can place her traps at 900 range away, they can hit multiple champions, and they shred armor and magic resist. That means during a siege, Nidalee can throw a trap from far away to eat the enemy's armor and MR. Teemo's traps can do damage from Liandry's sure, but building MR counters that. Nidalee's traps take 40% of your MR off the top. If she has void staff, and Teemo has Liandry's and Sorc shoes, then with 250 MR, Teemo's traps will damage you as if you had 220 MR, and do 31% damage to you. Nidalee's traps will damage you as if you had 90 MR, and do 53% damage to you. And she can do that at 900 range.

  1. It's true that Soraka gives armor, but Nidalee gives attack speed. Soraka's heal scales off her passive, but even with that, healing a teammate with 3 health left, it does only 52% of her AP -- still much less than Nidalee's. Starcall has a 2.5 second cooldown, meaning in 10 seconds she can cast it four times. In ideal circumstances (successfully hitting enemy champions), she's reduced its cooldown by 40% (8 seconds). In other words, in ideal circumstances, she can almost heal as often as Nidalee (for as much as 52% of her AP -- about 3/4 of what Nidalee can heal). Also, sure, it gives a crazy amount of armor, but only for two seconds. That, and with Nidalee trap/Last Whisper, the armor she gives is reduced by 64%.

Even if, for some reason, I were willing to grant that Soraka's heal is better at saving someone's life (I'm not -- Soraka heals less per second than Nidalee does), Soraka's able to heal just one person in the time it takes Nidalee to heal two, meaning Nidalee's heal is more effective in saving multiple teammates, unless you bring Soraka's ultimate into the mix.

Kosmicosis1 votes

Gonna be that guy.

"Starcall has a 2.5 second cooldown, meaning in 10 seconds she can cast it four times. "

Incorrect. This would give you 5 casts in a 10 second window, because you have to include the initial cast. Cast 1 - 2.5s - Cast 2 - 2.5s - Cast 3 - 2.5s - Cast 4 - 2.5s - Cast 5.

I am not at all implying that this makes the heal on par, better or worse. For the record, I think using starcall to lower the CD of heal is bad and Rito should feel bad.

Elastoid2 votes

My bad. In that case, using Starcall consistently would allow a heal every 10 seconds, almost, with potentially almost 3/4 of the strength of a Nidalee heal.

Summonerrr 11 votes

on top of that if you put a teemo shroom down under tower it's easy to destroy. bushwhack traps aren't.

Sagee Prime1 votes

I posted this in another thread but this is the core problem with her Javelin Toss and many other skillshots

This guy on reddit said the main problem a little better than I did: http://www.reddit.com/r/leagueoflegends/comments/2448mu/the_hitbox_of_nidalees_javelin_toss_does_not/

Both angles from the screenshots actually favor the display tremendously. The thing with Nid's spears and many many more skillshots (like Lux's laser) is, that the graphical projectiles are "in the air", aka higher up on the Z axis. The hitbox on the other hand, is flat on the Z axis, it is on the ground. Just look at the first series of screenshots from the post and watch for the shadow of the spear. That's where it is hitting. As I said, this is not exclusive to Nid's spear, it's just the damage of that thing makes it stick out.

Chaotic1344 votes

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

ArtoriusIV2 votes

Ciderhelm is a really great theory crafter, and has a lot of in depth knowledge of the game

Summonerrr 11 votes

Yep.

Hyrum Graff1 votes

The tradeoff that Ciderhelm doesn't mention is that Nidalee is worthless in teamfights. If you don't land spears ahead of time, it's essentially a 5v4, because squishy ap nid can only deal damage if she's up close and personal, where she gets popped.

Worgslarg2 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

Elastoid1 votes

Yeah but you have to think about that in teamfights, or more importantly, team sieges.

You know the drill -- the enemy team is sieging the inhibitor turret. Nidalee goes into the fog of war just to the side of the lane and throws spears. Both teams are grouped up, but now one team has to juke to the side to dodge them. Maybe the first two spears hit no one. Maybe a spear hits a tank. But at least once, the tanks will move aside while a carry doesn't, and BAM, now Jinx is at 1/4 health. She has to rush back to fountain, and now the enemy team has 20 seconds of 5v4 to maybe get a pick. During that 20 seconds, Nidalee's still throwing spears.

Doing percent health true damage just means now she's chunking tanks down ridiculous amounts, too.

Worgslarg2 votes

Missed that, you're right. The idea behind it was mainly to reduce the effectiveness of more than one spear on a target, and force her to go to other targets or risk going into melee for the increased takedown damage

JsKingBoo2 votes

No AP scaling and probably lower base stats however. Jinx probably would be at 3/4 health, which she'll probably try to lifesteal up to counter it.

Shpeck2 votes

Doesn't no AP scaling mean that she can build AD/tank and still deal the same amount of damage from a spear? If so, that doesn't seem right.

KitaruArashi2 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.

lorewise2 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.

Elastoid4 votes

Reducing the damage, slightly or otherwise, doesn't change the core issue. The problem is that Nidalee can help her team take turrets by removing enemy champions from fights with one spear, and that she can do so from complete safety.

If you reduce the damage, that just means she needs to get slightly more fed in order to do the same thing. But she's effective without getting kills, so even reducing the damage significantly might not be enough. If with one spear she can chunk a carry down to 1/5 health, is it really that much better if the spear INSTEAD chunks a carry down to 1/4 health? How about 1/3? They still have to go back, and that doesn't take any less time.

Yeah, I'm sure it's satisfying to land those spears, but the whole idea behind counterplay, as set forth by Riot, is that a mechanic has to be interesting and fun for both the person playing it and the person playing against it. Nidalee spears don't leave the opponents with meaningful choices, as they can't GET to Nidalee. You're having loads of fun, because what can the enemy really do? You're faster than them, so it's really hard for them to catch you, and obviously if you're throwing spears while being chased it's easy to turn around. In sieges, no one can get to you without first going through your team. The counterplay simply isn't there, so as satisfying as it feels to land the spears, they pretty much can't exist as currently iterated.

lorewise2 votes

Yeah but if they fix hot boxes it's just another skill shot, and thus can be dodged. The main difference between her skill shot and most others is the range and damage; Not that it's a skill shot in general right?

So what about a slight range reduction as well as a power reduction?

Also the fed/not fed argument is irrelevant. Riot has to balance around full builds. So the damage we're talking about right now assumes she's picked up all of her core power items. It would be backwards if they didn't design with full build in mind.

AbiwonKenabi3 votes

Riot can't only think of the best case scenario, most of the time you don't get that best case scenario, but you still want to be able to be useful in the game. There is a reason we have strong early game champions like Renekton and Lee Sin and strong late game champions like Jax and Vayne. If they were all balanced around a full item build, Renekton and Lee would be ridiculous, because they would always reach that full item build first due to their early game prowess.

So no, fed vs. not fed is important to think about.

lorewise1 votes

But we're talking about a champion that ***does ***scale well into the late game.

Even with early game powerhouses their full build is still the point at which Riot has to balance from. You can't balance around and intangible. You have to have a starting point, and in a game that's largely centered around numbers that means max potential. If they didn't give it consideration even in those cases they would end up with a champion that's broken.

I mean it's certainly possible I'm wrong but I'd need to hear from one of the dev team to understand what they do instead.

AbiwonKenabi3 votes

So, Nasus should do garbage damage since his best case scenario is infinite Q scaling? Veigar should get no AP beyond that which comes from his Q? They can't always get the stacks they need, and if they have no power to fall back on, you have a extreme feast or famine scenario, which isn't fun for the player or his team or even the enemy team at times. Sure those champions are still balanced around the fact that they CAN become very strong, but they also have things in their kit they can fall back on and still be useful to the team.

I'm not trying to imply that Nidalee doesn't scale well, but if she gets shut down, she has to have some sort of power to fall back on if she can't get to her items quickly. Having a champ that scales well is one thing, having a champ that can't do anything if they do poorly early is another. You have to look at BOTH their early game and late game, or else you miss the bigger picture.

Again, not a comment on any champion in particular; I'm just pretty certain Riot does not look exclusively at full item builds. They definitely take it into account, of course, but early game, mid game, etc is also looked at.

Whyu2 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.

Svensational1 votes

Disagree that Nidalee in the LCS isn't toxic, to be honest. Nidalee warps games around here even at the competitive level, and you can see this with some of the most recent matchups - everyone was either picking or banning Nidalee, and several teams relied on it both in the finals and the promotion series. She forces the entire game to play around her, and is practically the centerpiece of any siege comp. A spear that can take someone from 100-20 or so is problematic in any stage of the game, and you can see how it effects top-tier competitive play.

Summonerrr 12 votes

Hire HowDolShot.

Rón Jeremy1 votes

[deleted]

MackleDoge5 votes

Yeeeaaaa, trying to thread hijack isn't going to get you any sympathy, nor can you reasonably just assume that everything is Riot's fault. It's always your fault for dropping tiers in ranked by the way, it isn't determined by one game. Please learn how the system works before just going around trying to blame everything else.

OblongOtter1 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?

Elastoid2 votes

The problems with making them do percent current health damage:

  1. You're making it nigh-impossible to execute with spears, meaning she'll get far fewer kills in lane, when the problem with her spears isn't really her ability to get kills. In fact, her inability to follow up with them is a problem that works against HER, rather than being overpowered.

  2. You're either destroying her damage (by giving her only, say, 8% current health at max range), or you're making it more ridiculous (by giving it, say, 25% current health damage at max range). At least as it stands, tanks could try to block the spears. They can't if it's doing percent health chunks.

AbiwonKenabi2 votes

I assume that if she was given %health damage on her Javelins, she would be compensated somewhere else in her kit; it might be a good opportunity to give her Cougar form more uses in mid game lane phase. It's not a terrible idea; It has the potential to not gimp her siege potential completely, and give her cougar form new purpose.

lorewise1 votes

Dude landing a spear on someone in the fog because you've predicted their placement and movement is so damned satisfying though.

OblongOtter2 votes

No I mean NID is in the fog of war, and it's like old Xerath, but without the stun. Idk, just my two cents.

Chaotic1343 votes

I have to disagree with your third point.

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