[Suggestion] Ryze E + R Changes

Umbrus·8/31/2014, 11:26:04 PM·4 votes·1,080 views

This is a relatively minor suggestion, but I think that it would add something to Ryze. At the moment in competitive play, he is a very strong solo-laner with his ability to do relatively well in lane swaps, as well as his ability to shut down Yasuo, and his lane-game monsterness. I really enjoy his late game comboing, but I don't like the idea of ticking time bombs. They feel frustrating to play against (Hello, Tristana), especially when they also do fairly well in the early/mid game (HELLO, TRISTANA).

With all of that said, I don't think that Ryze is a very serious offender. Instead, I want to give something additional to his ult to make it something that is more interesting to use, increases his power, and also helps during those few seconds where he truly is a monster.

E - Spell Flux 80/90/100/110/120 Mana / 14s CD Ryze unleashes an orb of magical power which bounces to enemy units or himself within 200 range, up to 5 times (for a total of 6 hits).

Against enemies, each bounce deals 50/70/90/110/130 (+35% AP) (+1% maximum mana) magic damage and reduces magic resistance by 12/15/18/21/24 10/12/14/16/18 for 5 seconds. This reduction does not stack with multiple hits. The orb has no effect on Ryze if it bounces back to himself.

R - Desperate Power 0/0/0 Mana / 70/60/50s CD 100/50/0 Mana / 90/65/40s CD Ryze becomes supercharged for a duration of 5/6/7 seconds, gaining 15/20/25% spell vamp and 80 bonus movement speed, causing his spells to deal 50% of their damage to other enemies in a 200 unit radius around the original target, and causing his Spell Flux to prioritize enemy champions and the bounce range to increase by 200 (this number is up for quite a bit of debate, so far as to even just take it away)

The idea I had behind this change was to take away a bit of his mid game, most notably in the extended laning phase where he can just harass indefinitely until he runs almost oom, waveclear, then come back to lane full health and mana, but also to enhance his late game teamfights. His ult is already monstrous if the enemy team is grouped up improperly, and this change makes his E more rewarding to use. Right now, it can feel frustrating, especially if you use it in a minion wave, to see it bounce to just the minions and for that spell/perfect ult opportunity to be wasted. But, the MR reduction was to make it so it wasn't too OP in the late game, but that number is also up for debate.

I am not a Ryze main, nor am I particularly good at this game, but I do watch a lot of games, and these are issues that I have noticed and have stood out most prominently to me. Thank you for reading, and please leave a comment below!

5 Comments

ArkenStorm9/1/2014, 2:53:24 AM1 votes

Well I think the only part that I agree(not a bad post, but I just disagree, explain later) is that his spell flux should prioritize bouncing to champions, but that should happen ANYWAYS, but reluctantly I agree if what I just said happened, the mr reduction would have to be reduced. I think putting a mana cost on his ult is pointless, it does no additional damage to the target of his spells, so i figure its ok where it is.

MrBuffington9/1/2014, 3:10:08 AM1 votes

I've only recently picked up Ryze in the mid lane, honestly I don't know him well enough to know what these changes would do. I can seldom get my E off in a trade before QW, so the MR reduction wouldn't do much, I think. The mana cost to his ult is minor, also; Ryze is a champion that scales with mana, meaning he usually has plenty of it. What seems strange to me is that you're making his early and mid game a bit weaker, which hasn't been a problem for me since you can usually play safe without much trouble (in my experience), and just scale into late game where you're super strong. On the other hand, you're making his late game stronger, which he doesn't seem to need help with, tbh.