Zilean idea!!!

Tenryushin··2 votes·666 views

Hey Balance Team :)

I have an interesting idea for Zilean's passive and W.

The passive can stay like that at 8% aura xp gain (I still think 10% would make s slightly more noticeable impact but I guess it would need to be tested out) At level 18, the Summoner's magic weakens and his Chrono Dysplasia starts to come to the front. He starts to earn a new pool of xp (post lvl 18) starting from 0 xp that just accumulates but converts 1 or 2% of that xp into AP. As he experiences all timelines his power increases but as he has trouble focusing on the present timeline he has trouble regaining his mana, he gets a 50% or 75% basic mana regen penalty.

His W would remain as is but would have an additional passive component to it:

2/3/4/5/6 %XP gain to self

This would make that early game solid support to late game burst mage transition pretty smooth.

Late game he would get a bit bursty, thing he has historically struggled with late game as his damage falls off. Also he would need to better manage his mana or itemize accordingly. If he builds too much AP and no sustain he will have super burst but will need to go to base more often. I think it creates a nice balance.

6 Comments

khorney2 votes

yes but again to me its not worth it unless you have another sorta of stun becuase its to hard to land for what you get. i would rather have his q to how it used to be and ff the stun

khorney1 votes

change his q to how it used to be ill gladly trade the hopeful aoe stun to the more definite q damage

Phife1 votes

Have you landed an aoe stun on the entirety enemy team?

Erockandroll1 votes

The only thing I would really argue that he really needs. Is that his Bombs need to be more reliable. The Acquisition range needs to be increased. And Prioritize champions.

Is it possible to give it a variable travel time based on the range, I can't even reliably self cast it.

Lil Soybean1 votes

Any passive that punishes you is generally going to be a terrible idea. Any passive that takes away mana regen from an extremely mana-hungry support in exchange for making his unreliable poke do a slight bit more damage is even more of a terrible idea.

No offense. I mean, it's neat. But you'r nerfing one of his crucial stats, mana regen, on a champion who is already ridiculously mana-hungry, to add some extra unreliable damage. If you wanted it to be a net buff, they could simply buff the Q's AP ratio and leave his passive alone, but that still almost certainly wouldn't fix his huge problems.

Basically, he needs a new passive entirely, and one that isn't 'compensated' by nerfing him even harder. He needs net buffs badly. One of the most important thing to look at right now is that his 1-6 is basically defined by 'if I get hit by a single CC ability at all, I am guaranteed to die, period.' One hook, one pull, one bind, etc. etc. He's one of the squishiest champions in the entire game, while champions like Thresh, which provide more safety, more engage, more utility, more peel, etc. etc. also get to be tanky because reasons.

Tenryushin1 votes

I agree.. I did the nerf mostly cause it was thematic but I do think the xp gain as a support is good and unique. At 10% it would be more significant for both in the lane.

The xp pool at lvl 18 converted to AP synergies with the xp gain nature of the aura and makes it significant post lvl 18

The scaling xp gain at W would help him actually get some level advantage as part of the passive advantage. To be honest I rarely end a match as the highest level champ even in my team even running xp runes and the inspiration mastery. It's sad really.. I wish I could see a solid 2 level advantage but that happens when I mid and only if I am doing really well and that is only like 10% of my games. The rest of my games I am either same as whoever is mid or in second place.

In regards to the new bomb mechanic.. I think it's fine. It raises his skill cap which I can appreciate. I like the stun too in feels awesome when you land it. If there is any tweaking I would do is increase the blast area just a little bit more.. it would make the zone control a bit more significant even if you don't manage to stick the bomb and 3 seconds is plenty of time to move away, it would be nice to force them to move just a bit further though :)

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