The thing no one realizes with the Tank Update...

Papa Andrei·4/20/2017, 11:09:44 PM·2 votes·332 views
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Is simply 90% of the issues can be fixed with numbers. The only things that really can not be fixed with simple number changes, is Zac R and Q. (Q should be dual cast ability not skillshot and then AA)

"But weird russian dude, the tanks thematics are utter crap and can't be fixed now!" Maybe you are right random person in my head, but let us discuss how they could be with NEW thematics!

WALL OF TEXT, DANGER AHEAD.

First Maokai. My beloved "I don't feel like thinking today" tank. Tiny gods you got gutted. Passive: Actually quite good, in the right scenario. Not good vs Someone like Dunkrius who doesn't spam abilities IN LANE, very good vs Ryze, Liss, Swain and others who do spam! As the CD goes down by each spell hit. Really no numbers change besides maybe CD, but thats more a wait and see deal. Q - Literally nothing changed maybe like a 0.1 second increase in cast time. W - Rito ples, what have you done?? It lost its max health damage. 5 seconds off the root, and is just a bait tool now as the enemy has about 2 seconds to reposition before Mao even hits them. E - Basically, still crap after the impact damage was removed. Now does %health damage, but most of the damage is gated on if the Sapling was in a bush. Useless in lane as enemy can run away (No impact Damage.) R - I like it, its new, looks cool (WAVE OF KITTENS). But seems functionally niche. His old R was a much more all purpose tool. Need defense? Use it, need damage? use it. Need waveclear? Use it. But now, its "dear god the enemy team better be Morde, Anivia, Cho, otherwise they just walk away". The thing is so damned slow. Also each branch can only hit one target. Sad Meowkai

So how do we fix this to be functionally BETTER than what we currently have? Well only things need changing are W, E, and R. So bear with me here on this. W: Fix the travel time, add back Max Health damage... but of Maokais. The issue with this was it did to much damage, was to low cd, had to much cc. Well they removed the cc by .6 seconds, Increased CD, and Gutted damage. I would sacrifice the CC and CD just for the sake of the spell being functionally useful. Increase travel time, or have it be set travel time, so that way if they are going at 1k MS, you will still catch them at the same time as 225. Theres the issue gone of it being unavoidable, but still fightable. Add Max Health damage from Mao, That way it has damage, but not TO much. (Currently no Max health damage scalings are to ridiculous for damage.) Or add target max health but half of what Live is. E: Make it have impact damage, but half the Max Health damage or slow if it is used out of bush. That way if its just harassing, you can do enough to farm safely from range, (While incidently pushing) but not enough to really annoy an opponent. If you couple this with Target max health on W, you can have it so net gain is 150% of what he currently has for target Max health damage is, only if they are in bush. R: Simply, make it hit multiple people, that is it.

Now onto Sejuani, our loveable boar. Or is the Boar Bristle? Who knows! (its a joke -.-)

Basically, the only real issues, are her new passive, and W. Passive: Now grants [100% total Armor + flat 100] Armor and [100% total MR + flat 100] Magic Resist] and Sejuani's next basic attack against a stunned enemy deals 15/20/25% max health of that targets damage. (You see the issue?) W: Sej swings her flail twice, granting frost stacks on the target, and dealing pitiful damage. (4% and 1% total health scalings......) Physical damage. E: Ally Melee attacks stack frost on target, and Sej can pop them after 4 stacks stunning for 1-2 seconds. Really no issue, people as she can stack this herself with W =. R: First enemy hit is stunned, doubling at max length. after 2 seconds, deals 80% slow and massive damage.

Anyone who plays Sej should see the issue.... TO MUCH BURST. Sejuani is standard, dive in, deal lots of AOE damage with constant W and E procs... but now its hope your team can get frost off, stun them, and then nuke that person. So here is the solution

P: 5/10/15% max health damage. Sej should not be bursty, W: First off, MAGIC damage, needs to be magic, that was her core thing with Liandris. Buff the damage by atleast 50% and add some decent health scaling, even if it has to be off bonus health instead. Sej is made to be AOE consistent damage, keyword, CONSISTENT. 160+4% health is not alot on a 5 second cd. just saying. Make it a toggle like ability such as Kathus, where it costs mana to use. No longer applies Frost but her normal AA can apply frost. E: Eh, not much, but allow Sej to use it on a target to slow them and not stun them instead if they don't have all 4 stacks. R: Make it AOE stun again, with AOE slow, lose the damage, apply a debuff that allows allies to detonate Frost, for reduced effect. (50/40/30% less effective) Voila, there its useful and feels like she is leading the charge as she is in the middle.

I ain't going into the thematics of the new looks or anything, thats a topic for some other time.

Zac.... I honestly feel like this one is more of a success as it adds a whole new learning curve to him other than "Hit R, spam W, bounce" Its gutted his damage for sure, so only thing would be increase healing from Blobs to get him on par with what he is missing from current R.

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