Proposing a nerf to Zoe's W

Lolman978·4/27/2018, 12:04:50 AM·2 votes·557 views

So recently I've been playing Zoe a lot and most of the time lanes are pretty easy for me. Most mid laners aren't able to fight back because either A. They leave themselves open too much or B. I just poke them out of lane. But whenever I get ahead, the only thing stopping me is my bad positioning and the enemy jungler. Except the fact that the speed boost from Zoe's W is a bit too much in my opinion for your own Summoner spells and the W active. It's let me get away with horrible positioning so many times, since my Flash and Ignite essentially have Ghost on them too. For example, a Vi ganked me? I'll use Ignite and use the speed boost to get away. Most "immobile" mages like Zoe need to burn their flash in order to escape. But with Zoe I can still get away with using Ignite or whatever spell that isn't Flash and get away from ganks. It wouldn't have been a problem if I had used the shards, but these are my summoner spells. So what I'm proposing is one of two things. Either:

Zoe's movement speed buff is smaller early but scales back up end (30/40/50/60/70%) (10/20/40/50/60%) OR Remove the speed boost from Zoe's OWN Summoner Spells and keep the normal speeds The first proposal allows Zoe to get a small amount of movement speed for the laning phase, but not necessarily enough to escape ganks that easily. Once W hits level 3, it starts scaling back up to the normal amounts (Although it is 10% less) and the laning phase is essentially over (Level 14 would be the ideal point to start maxing out Zoe's W). This way Zoe will be able to somewhat chase and dodge skillshots but not escape very easily (Since it's only lasting about 2 seconds). 50% and 60% movement speed is more than enough to let Zoe make it through end game, so there's not too much difference there. And if people decide to rank up W to level 3 early on, they're losing out on the Q damage they could have done.

The second proposal puts more pressure on taking balloon minions, which is good, because Zoe shouldn't be able to get away with just using spells to escape. The key here is that Zoe essentially "holds" onto her Summoner Spells until she uses them, but her shards only last for a frame of time. And since in the laning phase shards are not that common, it gives junglers more opportunities to gank Zoe when she doesn't have one. This also allows Zoe to sort of keep her idea of using whatever spells she picks up to her advantage, because it makes more sense to escape by using your shards and not your own spells. The only problem with this is that it would be pretty hard to get used to.

2 Comments

ReySolomon4/27/2018, 12:19:04 AM2 votes

A person is already downvoting without giving you a reason.

Sounds about right.