Constructive Zoe Feedback - Her responsiveness, strengths, weaknesses, recommendations
Zoe needs a bit of tuning.
When it comes down to contributing to tight situations, her R and her Q are a touch unresponsive.
There's a critical delay in her R which makes using it to duck attacks such as Lux's R sluggish and unsatisfying. Using it as an evade the same as any other dash, teleport, etc. doesn't match their responsiveness, and that's certainly a use of this ability. Because Zoe must return to her original position, there's no need for this delay to be any different than Ekko's dash, Kindred's Leap, etc. Simply shorten the animation time of her first portal.
The projectile speed of her Q is a bit slow. While this is somewhat necessary to give players a chance to dodge, its a little too slow. Having her Q this speed is unnecessary as this ability is clearly telegraphed - whether by the wonderfully whimsical "ping" tone, or knowing its going to come from Zoe's general direction in a straight line, and Zoe does have to risk a decent amount when getting in range.
There's also not that much reward in using her Q directly - I might suggest slightly reducing the "nuke" damage -except when at maximum range as that's quite a skillshot- but only just, while increasing the normal damage slightly OR, possibly add a very small cooldown bonus if it hits without redirecting the shot to compensate for the lack of damage - Reduces her Q CD by 1 second for example.
In a losing fight, Zoe seems to have a hard time clearing larger waves of minions than the ones she handles in lane. It makes it difficult to contribute to the fight outside of a single target e, maybe an auto attack here or there, and a one shot wildcard w, and in a late game she ought to be able to respond as well as any other AOE damage champion to minions. Part of this will be helped by a slightly faster Q projectile speed
Recommendations: A Lot of Zoe's damage is locked into her nuke, and it needs to be spread out a bit more. Speed up her Q projectile speed, but slightly reduce the maximum damage it deals. Increase the damage her Q does without redirecting it to make its normal use more rewarding. Thematic mechanic: Add a small execute to offset the reduced damage. Example: When Paddle Star is redirected at a champion below 15% health, have it deal percent bonus damage, or something like it. This will emphasize Zoe's role as a kind of ranged trickster assassin. "Surprise! I added MORE Magic!"
Reduce the delay in Zoe's R, but don't have her *appear* any sooner on the other side. This way it can be used to evade almost like a dash, but still lets enemy champions respond with the current amount of time at her other portal (Ziggs minefield, Teemo Shroom, etc.) and still keep the weakness that she's still got to go back to where she started.
Above all, it certainly supports her tendency to blow a raspberry when evading an ult this way, and doing so takes skill.
Optional: Let Zoe's Q deal more damage to siege and late game minions - It takes a lot of time to use her Q nuke to chip away at huge incoming waves and snipe with her auto attack.
OR, just have it deal bonus damage to minions when Zoe uses it as a straight shot instead of a nuke.
None of these suggestions will reduce Zoe's inherent weaknesses - she's still very vulnerable to ambushes when her e is down; her W is pretty random, and whether or not she had an escape spell is visible.
Thanks for reading!