How to actually "fix" Akali
--Removed by Moderation--
The suggested changes to her:
W:
- If Akali is immobilized she will be revealed for the full duration of the immobilize.
- Akali gains 10% more movement speed, but only lasts 2 seconds instead of always being active in her shroud.
R:
- Now a targeted spell.
- Dash speed decreased from 3000 to 1900 on second cast.
I think the R change is a good start, removing at least SOME of her insane mobility and cancer, but it doesn't nearly come close to the level of changes needed to make her healthy for the game. I will put changes that will help with some explanations, and then at the end I will add my own personal changes based on being an old Akali main before rework.
Passive:
- Movement speed decreased from 40-70% for 2 seconds when moving away, to 10-30% for 1.5 seconds.
- Movement speed does not reapply if Akali hits another ability until the original effect is over.
- Empowered auto attack heals for a 5-60 (60% AD + 45% AP), doubled if on an enemy champion.
Q:
- Range reduced from 500 to 350.
- No longer deals 25% bonus damage to minions and monsters at rank 5.
- Cooldown increased from 1.5 seconds to 6-2 seconds and energy cost decreased from 100-80 to 60-40.
W:
- No longer restores 80 energy
- Requires 40 energy to use
- Radius decreased from 1175 to 700
- Shroud now always places directly around Akali instead of where you clicked
- Akali can choose a spot to dash to as she casts it
- Shroud now penetrates terrain
- Cooldown changed from 20 seconds to 20-12 seconds
- Cooldown does not start until Shroud is depleted (5 second duration)
- Movement speed changed from 20-40% to 20-60% (Old W was 20-100%, but had a 475 radius instead of 1175)
E:
- Akali no longer flips backwards, looks more akin to a kennen Q
- No longer has a cast time, can be used while moving
R:
- Keep it the exact same as what was suggested by Riot, but with some small additional changes
- Recast changed from 2.5 seconds to 1 second
- Second cast changed from 0 energy cost to 25
- Second cast no longer executes
- Cooldown changed from 160/130/100 to 120/100/80
- First cast no longer deals physical damage, now both deal magic damage. (Still scales with physical for first cast)
- Can be cast on minions and monsters, reduces cooldown from 120/100/80 to 30/25/20.
Explanations:
Akali was always meant to be the healing diver/assassin. I understand we will probably never get old Akali back and I understand and agree she was not the healthiest champion and it would have been better for the game to change her, but the new Akali failed severely, not making her healthier, but the exact opposite.
Passive: Way too much mobility, shaved off a ton with two direct nerfs, while adding her sustain back into her kit.
Q: Far too oppressive early hence the range nerf. Cooldown needed a change because once she got her W, it was extremely easy to level 2 all in people due to her W giving her 80 energy as well as her passive restoring 10 per empowered auto.
W: Many changes needed here because it was a very problematic ability. Should require energy to use and not restore, maybe 40 is too steep and could use a slight change, either making it scaling or lowering it. Radius needed a large decrease to actually make Akali counterable in her shroud, but the initial blink added some more wiggle room for Akali, allowing for some Shaco-level jukes.
E: This ability was fairly balanced already minus the amount of mobility it gave her.
R: As stated before, the changes Riot announced about making it a point and click were actually really good as well as the dash speed reduction, although it's hard to if the second part will change much because they don't actually release the first R's speed as a comparison. The recast should be faster, making her more of an assassin, while also making it so it doesn't deal too much damage. It should require energy to use just to make it a choice on if she wants to use her energy to dash the second time. Cooldown needed reductions because of Riot's "make it longer so she can't ruin someone's time as often" mentality being extremely unhealthy for the game. First cast dealing physical, while second dealing magic made the Hybrid champion just that much harder to build defenses against. The minion/monster cast is a change that gives Akali more choices in how she plays, making her more akin to Old Akali's ult without the 3 charges.
The damage numbers weren't touched because that is something that needs to come from gameplay testing and just speculation alone isn't enough to actually make her balanced. The overall numbers don't have to be exact, but the idea should stay the same.