Ahri can use some tweaks, no?
I don't know... Maybe it's just me. But Ahri doesn't feel that special anymore. Ahri always had that special place in my heart until the big plays Ahri can ever make is landing a charm and taking the kindly giving cinnamon bread (kill). Ahri is well balanced right now, but so clunky in some ways. Her teamfight presence is way too little, although that was the whole point of the charm rework and all.... I mean, she's a primary mage for heaven's sake. And secondary assassin. Yes, she has great Q for teamfights, but she has no risk after she assassinates somebody. She was introduced as a seductive champion that will punish those who get too over confident. She was supposed to have a really risky playstyle. In such a manner that when her foes are chasing her, it's a fruitless chase. But, sadly, I don't think that goal was ever achieved. The charm rework was great, since it really did balance Ahri correctly. But I think that she can still use more tweaks. It almost feels like the position Cassiopeia is in. Should they rework her on her poison/DOT side of her or her DPS/Twin Fang side of her? And sometimes, I feel like charm isn't even needed because all I need to do is R>DFG>Q>W>R> and R out. And surprisingly, you still can get clean kills. Also, she's too rewarding for how much skill is needed. It almost feels like
You flash DFG and ult adc or APC and that's a play right there. I'm not saying it's easy. But the role and sole objective of that champion is so simple, hard but still too simple and rewarding. Ahri is like a mobile LeBlanc/Veigar. I think that's wayyy too much assassin side of her. She has such a free play style. You do what you have to do and you get out. For champions like LeBlanc or almost any other great champions (almost all the champions) have an objective to their playstyle. LeBlanc is all about the DFG>Q>R> and her Distortion (her signature move). Lux is all about that Q>E>R, especially the laser. And her shield. When you think about these champions, you think of great plays and something that tells you that this ability or whatever represents this champion. When you think of Ahri, you think of charm. But you don't necessarily need to land it once you have DFG, It's just sort of there.... She's in a way bit aimless, and is not this or that sort of thing. Only pre-DFG is charm ever useful. This also means that her other abilities were nerfed for not much reason.... I must confess, I have killed so many ADC without the need of charm. For me, charm was more like a get-away if I ever screwed up somehow. I think the key to bringing back Ahri to what she was designed to be, is her passive. Every champion's passive is their signature thing and I think Ahri's passive can definitely use some rework. It's awesome, but it can use some rework. Perhaps, to bring back some of what she was meant to be, like risky plays, and making her a seductive champion without the need of charm. (You'll see what I mean). Of course, all this opinion might seem bull poop to you, and that's completely understandable. I am just hoping that these changes seem in some way making Ahri more Ahri and more rewarding in other ways that DFG Foxfire ult.
-Ahri's new passive: When she reaches 9 stacks, her next spell casted will have a bonus effect. (Kind of like how Mantra works). Skill shots can stack 3 of her passive and non-skill shots stack only 2. Whenever she kills a champion she will gain 2 stacks and 1 stacks for assists. When Ahri reaches below 30%, and her passive is stacked to 9, her next ability will have a 35% spell vamp. Also, Ahri's abilities will not be affected by Cooldown Reduction items. Instead, she will convert cooldown reduction to movement speed. 1% of cooldown is converted to 0.25% movement speed. (This means all her abilities will have flat cool down) This will ultimately differentiate between a good and a bad Ahri player. Those who can choose wisely in few seconds from the passive can be greatly rewarded, or if it is wasted in the wrong time, that just sucks for them.
-Orb of Deception (Q): Cooldown=8.5
Mana cost: 40/45/50/55/60
Magic Damage on the way out: 35/60/85/110/135
True Damage on the way in: 35/60/85/110/135
AP scaling: 40% AP each time it hits
Effect with passive: Orb of Deception casted with the passive will decrease the cooldown of this ability to 3.5 seconds from 8.5 seconds.
This is where Ahri players can make a decision to use the passive to be more mage like.
-FoxFire: Cooldown= 5/4.5/4/3.5/3
Mana cost: 35
Each FoxFire deals: 30/55/80/105/130 Each FoxFire deals 30% of the damage to the same target after the first.
Range: Increased from 800 to 830. Foxfires will orbit around Ahri more faster. Also the last Foxfire that deals damage to a champion will give Ahri +20 movement speed.
AP scaling: 45% of AP
With passive: The cooldown of Foxfire is reduced to 0.75 seconds. This will be the balance between Ahri's mage and assassin side. This is also what makes her much more risky. While Ahri was all about spamming Q in teamfights and made hardly a strong impact as an APC should do in teamfights, this can be used to constantly throw out spells instead of merely a Q. Also, it's a unique thing for Ahri to constantly wittle down her opponents by single target, in a mage like way, except a bit more riskier. This will make Ahri a high risk high reward champion. This can also be utilized correctly to deal with multiple champions if she has cooldowns in a mage like assassin manner.
-Charm (E): Cooldown=12 seconds.
Mana cost: 80/90/100/110/120
Damage dealt: 100/155/210/265/320
AP scaling: 80% AP
If Ahri lands a charm, she will mark the champion with a "Charmed" status for 6 seconds. During those 6 seconds, Ahri can auto attack to deal a bonus 50/75/100/125/150 magic damage and a bonus 15% of the damage she dealt to that specifically "Charmed" champion during the 6 seconds it was marked. If she kills the target that is "Charmed" without auto-attacking and procing this effect, she will gain 3 Essence Charges and all of Ahri's cooldown will be reduced by 1. If Ahri lands charm, Charm's cooldown will also be reduced by 1.
With passive: The target will be "Charmed" AND for the next 6 seconds, all of Ahri's abilities will deal 20% more increased damage.
This will be the kiss of death, literally, as it was introduced with this title. No more of ignoring Charm after DFG or screw ups. This will give Ahri a goal once again, that cannot be ignored.
-Spirit Rush (R): Cooldown 100/85/70
Mana cost: 75
Damage per dash: 40/70/100
Damage dealt in total: 120/210/300
AP scaling: 25% each dash.
Total AP scaling: 75%
Ahri will have 13 seconds before Spirit Rush goes on cool down.
With passive: After each cast of Spirit Rush, Ahri will gain a quick burst of movement speed by 33% for 0.5 seconds. Also, Ahri's ultimate will deal an additional 30/40/50 TRUE DAMAGE depending on the level of the ability. This will make Ahri players rely less on DFG, since it gives more damage based on the MAGIC DAMAGE. Ahri's ultimate is probably the best in the game, or one of the best. But, it gives too much damage with the great mobility. Perhaps shortening on the damage and more on the mobility control would be better for Ahri, as Ahri is suppose to cleverly reposition herself.
Well... This is all. I do hope that this rework makes sense, at least. The passive is the main goal of Ahri, and in that goal is another little goal. This will also make Ahri players more THINKING because it's a decision of when to be an assassin and when to be a mage. Merely, making Ahri restricted by Charm is not effective. This should also distinguish players that can land skill shots to players that are actually good with Ahri and players that know when to be what with Ahri. To be mage or assassin.