Fixes for plant hp and irregular interactions/coding? Bugs (minion aggro, no attacks, ult tooltip not matching effect)?
Also still wondering why, if mid sucks and needle isn't moving, plant hp needed nerfing for midlane melee matchups?
EDIT to add BUG REPORTS:
https://boards.na.leagueoflegends.com/en/c/bug-report/J8lRnYE7-zyra-plant-interaction-bugs
https://boards.na.leagueoflegends.com/en/c/bug-report/QLTLM3cs-zyra-plants-triggers-minions-agro
https://boards.na.leagueoflegends.com/en/c/bug-report/tyWcLx0b-zyra-stranglethorn-plant-buff-not-matching-tooltip
https://boards.na.leagueoflegends.com/en/c/bug-report/EPtw72J9-zyra-plant-bug
https://boards.na.leagueoflegends.com/en/c/bug-report/e4tTuw16-gameplay-zyra-manaflow-band-and-plant-interaction-bug
Plants count as autos for Manaflow and Ravenous but not for any other rune. Count as abilities for most other runes but not Manaflow. Count as autos for Ravenous Hunter but only heal for 1/3. Count as autos for Tabi but not for any other items. Count as autos for Counterstrike but not Panth passive. The list goes on and on, and the actual information is totally hidden from the player and not published anywhere by Riot.
EDIT to add RELEVANT COMMENTS:
PLANT HP
{quoted}
Morg and Zyra changes
We've got some Morg and Zyra changes in 7.24 aimed at helping them perform better outside of support.
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u/RiotKingCobra: In lane plants are generally less durable because the amount you get is significantly increased and playtesters felt very oppressed/suffocated by the amount of plants she was able to reliably keep out in the lane.
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u/Vekkna: My concern is with ulted plants getting melted in team fights or something like a Zed WQ or Yasuo EQ or MF Q instantly negating most of your damage.
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u/Vekkna: I have concerns about tripling-down on plant damage to the point where counterplay needs to be added to a champ whose primary problem in mid is excessive counterplay.
https://www.reddit.com/r/zyramains/comments/7eda8a/tentative_zyra_changes_on_724_pbe/
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[{quoted}](name=Riot King Cobra,realm=NA,application-id=A7LBtoKc,discussion-id=KtbGvapw,comment-id=003a000000010001,timestamp=2017-12-12T00:26:16.315+0000)
The increased number of plants makes ganking her or committing to an all-in against her quite scary. Playtesters who played against her generally felt the same way. Most of our tests on her were when her plants had increased health - and so players felt like it was really difficulty to out shove or make proactive plays against her. There were a number of times where the enemy jungler would try to gank me and I would easily turn the 1v2 by sprouting up all my plants and enraging them with R.
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[{quoted}](name=Riot King Cobra,realm=NA,application-id=A7LBtoKc,discussion-id=KtbGvapw,comment-id=003a00000001000100010000,timestamp=2017-12-14T18:33:37.730+0000)
I built her pretty standard mid-lane DoT mage - Morello's for CDR into boots/Liandries/Rylais/Void and spec'd Sorcery/Inspiration - grabbing Arcane Comet, Manaflow Band, Celerity, Scorch, Magical Footwear, and Cosmic Insight. Lane dominance from Comet/Manaflow/Scorch is pretty great on her imo and Celerity really helps her a lot with positioning.
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{quoted}
- Likely for smaller changes we take a look at at least Sejuani (hit too hard by recent changes) and Zyra (seeing what we can do to make plants a bit better without putting them back in "not worth paying the cost to kill these"; land).
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[{quoted}](name=Riot MapleNectar,realm=NA,application-id=A7LBtoKc,discussion-id=EQ6VnjTH,comment-id=00360000,timestamp=2018-05-30T17:08:07.119+0000)
They didn't. In testing the implementation we had made it so you couldn't block skillshots with plants anymore - then the designer working on it was out for a bit sick. It's unfortunate since on paper the change seems pretty easy, but hasn't proven as simple when looking at implementation.
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{quoted}
Regarding mid lane Zyra versus support Zyra, I think substantial changes would be needed to make Zyra a viable mid at high MMR. [...] In particular her E as sole defensive tool, but also farming/harass tool, leaves her really vulnerable in mid. Combine that with things like weaker than most roaming, lack of safety, we'd need to change quite a bit I believe to make her mid competitive with her support play. Attempts to narrow the gap with smaller changes, like the seed CD refund on kill, have helped a bit, but haven't moved the needle meaningfully enough at high MMR. At low/average MMR she does ok already statistically, though do see some vocal dissatisfaction from players about her mid lane state on Boards and Reddit certainly.
TL;DR
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This week Meddler gave a list of Zyra mid's weaknesses that impede her viability. 10 months ago, KingCobra tested the W change on PBE before the plant hp nerfs, and he described some of those exact weaknesses as strengths, specifically gank safety and lane harass.
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My concerns outlined in the r/Zyramains thread have proven to be correct. She is too inconsistent and has too much counterplay to be a reliable solo carry.
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Five months ago, Meddler acknowledged that plants needed to be "better" and announced that the issue would be explored
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Four months ago, MapleNectar announced that plant hp changes were underway, but the direction was wrong and the problem wasn't as simple a fix as it may seem. SInce then, we have heard nothing about plants even as multiple bugs have been introduced without acknowledgment or bugfixing.
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Since KingCobra's comments about W refund + pre-nerf plant hp being "oppressive," nearly everything about his playtest build has been nerfed: Liandry's, Comet, Manaflow, Celerity MS, Scorch, and Magical Footwear were all nerfed. Alternatives, including Aery, Electrocute, Cheap Shot, and Coup de Grace were also nerfed. In addition, Zyra's base mana, mana growth, regen growth, and health regen growth were also nerfed.
In light of the above, can we not reasonably conclude that a full revert to the plant hp/duration changes could give Zyra mid exactly what Meddler says she needs? Added safety, better harass, lane dominance that fits her win condition, less reliance on E for wave clear. And is it possible that the multiple rune, item, mana, and regen nerfs were collectively a significant enough change that what was oppressive in 7.24 PBE may not be oppressive in 8.19 and beyond?
There is a lot of frustration involved in these bugs and plant reliability issues. I hope that this is a sufficiently well-argued and well-documented post that you will seriously consider making these improvements sooner rather than later.
PREEMPTIVE COUNTER-ARGUMENTS
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Revert would mitigate the frustration of bizarre plant interactions (Corki autos, Love Tap, Spiked Shell, Viktor Q, multi-hit aoe spells, dot ticks coded as "aoe") without Riot having to spend the time investigating and fixing the issue. While we're here, any chance of getting info on how these interactions are intended to work?
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You guys have repeatedly mentioned the importance of counterplay for melees. Nearly all of her mid lane counters are melee, and I believe the metrics would support that. The importance of this layer of counterplay is overstated because Zyra already has ample weakness against mobile targets, forced all-ins, and burst damage - all of which are strengths of melee mids. In bot lane, Zyra is already very weak to hard engage by melee supports.
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A plant hp revert would have minimal impact on support because both pre- and post-nerf plants require two ranged autos to kill.
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If the problem is specifically the strength of Thornspitters against melee, consider changes that are more specifically tailored to address that issue. For example, Vinelashers could be very tanky if Thornspitters needs to be fragile.
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If nothing else, Meddler did say that plants need to be worth "paying the cost" to kill. There's an assumption there that plants ought to have some cost to killing them, and right now they generally do not. This can be fixed in large part by making plants immune to rune damage, on-hit effects, and resistant to item proc damage.