Potential Kha'zix buff to Isolation/Ultimate

Dread Nacht·8/18/2015, 11:05:27 PM·1 votes·814 views

I feel like playing kha'zix in the current meta pretty much means you're playing half an assassin:

  • Isolation: If your target is more than 500 units away from a minion/tower/champion you do 30% more damage. -- Laning phase: Everyone except for the jungler is by one of these things nearly 100% of the time and Kha's clearing time in the early game isn't strong enough to capitalize on counterjungling in most matchups. -- Mid-Game: Due to the low chance of hurting anyone significantly enough to be a threat (due to laning phase), enemy champions who decide to roam will be more likely to outgear/out damage you (due to laning gold/lvl advantage), therefore rendering you unable to kill them 1v1 without bringing serious risk to yourself. --Late-Game: Now that everyone is grouped up your only hope of killing someone is if your team manages to separate someone from the rest of the team (with the general nerfs to most forms of insec combos this has become even less likely to happen) or if you're trying to kill splitpushers (who are generally surrounded by their own minions and are generally better duelists than kha) --- In summary it's nearly impossible to isolate a target who has more than 2 brain cells during laning phase, mid-game opponents will have the advantage by not having to deal with pressure from the jungle early on so they can build/play more offensively and start pushing their lanes without worrying about dying via gank, late game is practically a 4v5 in terms of damage/usefulness unless you have a team comp specifically designed to pick off targets (Blitz, Tamn, Nautilus, Alistar (provided latency doesn't mess up combo), azir (if they don't cc him mid-combo) are virtually necessary to just be able to play kha'zix and still be useful to the team)

-Ultimate: 2 stacks of 1 second of stealth with an ICD of 2 seconds before being able to use it again (evolved makes it 3 stacks of 2:2 instead) -- in order to compensate for the lack of damage you will be doing in most situations you have to build kha nearly full AD to see results, which in turn makes you extremely squishy (perhaps even moreso due to not having a decent amount of lifesteal) so if you get cc'd attempting to assassinate a carry you are going to die (whereas rengar is able to build at least 2 tank items and maintain good burst damage as well). -- the 2 seconds of just waiting to able to stealth again is enough time to get you killed not to mention the lack of escaping unless you manage to get a kill (which is unlikely)

My Proposal on Buffs:

  • Make isolation a smaller radius baseline so they actually have to be clustered up in order to prevent it (350-450 units) or
  • Make q's passive more effective at 6/11/16 (perhaps tied into ultimate) -- For Example: at lvl 6 minions no longer help against isolation, at lvl 11 towers do not protect you from isolation, at lvl 16 the isolation radius to other champions is reduced to (350-450 units) [jungle camps remain as is to prevent overpowered clear times] or
  • Using kha's ultimate makes his next q ignore isolation (red trink since the enemy can still see you and cc you) or
  • Every time he gets "unseen threat" his next q ignores isolation (countered by warding/red trink since the enemy can still see you)

The last 3 options also entice the player into actually evolving their R since atm it's virtually the worst skill to evolve.

All of these changes will only increase kha's kill potential to that of other assassins, leaving his standard weaknesses alone (still squishy, tightly grouped targets will take considerably less damage, etc)

What do you guys think?

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