Rek'Sai nerfs, are they enough

aWildFizzAppears·1/7/2015, 3:11:44 PM·1 votes·1,094 views

from surrenderat20.net

Rek'Sai

Queen's Wrath (Q) base damage lowered to 15/30/45/60/75 from 15/35/55/75/95
Unburrow (Burrowed W) bonus AD ratio reduced to .4 from .5

    [Context: These are in addition to the earlier nerfs to her Q's bonus AD and AP ratio from an earlier update this cycle.]

I feel this still isn't enough, and doesn't address her issues top lane (i don't play top lane btw, but shes atrocious up there by creating a line of tunnels from the middle of the lane to tower, infinite sustain and using a combination of her ult/TP to be in lane forever.)

7 Comments

Retillin1/7/2015, 3:18:14 PM1 votes

Her problem isn't really the dmg. It's the fact that her tunnels last forever (10 mins) and it seems as if there is no limit to how many can be placed. If she is winning a lane she just keeps placing them over and over and you cannot move forward to deal with them. Much like Teemo, but unlike Teemo you just avoiding where you think they are can't help. It gives her so a powerful movement buff that I just laugh as I cry. Not to mention her AOE knock up is on such a short timer to add into it.

Yet again Riot over loaded a champion's kit without any long term thinking on the problems that character can/will cause.

Kowe The Ewok1/7/2015, 3:40:48 PM1 votes

I don't think so. She needs a meaningful cooldown on her E.

She had the same role as Hecarim... Yet so much more mobility, map presence, dps, sustain more frequent initiations, her knockup is not reduced by tencaity... AND she is ressourceless...

It's simply too much. It is not noticeable that she doesn't have an in-fight ultimate since she already is insanely strong without it. (Well, ok - its passive grants an insane bonus....)

She really needs a downside for her global presence, mobility and utility... And lack of a meaningful ressource.

IronChefBoyardee1/7/2015, 3:54:09 PM1 votes

She does though, her global presence is limited by the tunnels she makes. Whenever you see one, destroy it, don't leave it there so she can ult and splitpush, gank/pick/join a teamfight/etc

Kuroi861/7/2015, 8:23:54 PM1 votes

Wait and see. Also, we have to consider she's still new and people don't know how to deal with her yet. So that is a factor.

Hilltop Sunset1/7/2015, 8:50:43 PM1 votes

I feel the nerfs will be very noticeable, especially to Rek'Sai players. I have noticed a consistent ability to get off at least three autos and a bite after a knock-up, which means at level 5 q, your combo will be doing at least 60 less base damage, plus the slight AD ratio nerf on the knock-up.

But she does have counter-play. Her gap-closer is incredibly unreliable since it always goes a set distance: you can't tunnel any shorter if you want to--the way Vi can just stop once she hits her target, or the way you can jump whatever distance you like from the min to max with Tryndamere--which means you will constantly be over-closing the distance, which often results in the enemy just running the oposite direction and makes trying to land the knock-up annoying and difficult. It can also be difficult to see them with the tunnel-vision mechanic and requires a whole new skillset to utilize properly.

She also has a cooldown on her ability to knock up any single target, so even though she can burrow every 3 seconds or so, she can't knock you up again for 10 seconds, and that time CANNOT BE DECREASED WITH CDR like other CC abilities can. Also, the amount of knock-up is dependent on how close to the center of Rek's tiny circle of effect they are, so if you just barely clip them with the edge, they are only knocked up very little. Compare that to Cho'Gath's huge knock-up radius and how barely getting clipped still knocks you up just as high as getting hit in the center.

And she may have truedamage with her bite, but without AD it's a very insignificant amount of damage in the grand scheme of things. And if you build pure AD Rek'Sai, you are an assassin and don't take hits well at all, which severely inhibits your ability to teamfight (as in you basically just run in and die before you can even get any damage out).

I personally believe what would be a more significant and useful change is to have her fury grow more slowly than it currently does. This would make her lane dominance less annoying because she wouldn't be able to regen as quickly, and would make achieving her truedamage bite more difficult/time consuming.