New Ahri changes

KeptYouWaiting··1 votes·502 views

Here is an update... im tilted out of my mind by how bad the passive that gives her movement speed is...it wont be usedull. that is all after this kinda is still relevant.

I don't mind the changes to Ahri, i feel like with the 20% more damage from her E makes her a better single target assassin, and her Q was always the choice of ability to use to use her original healing passive, her W was the only ability a thought needed a buff before this but sure why not buff the rest, i still don't think her R needs more dashes, its for making plays so maybe a lower CD but people would get pissed at that. The only problem i have with the changes is her new passive, its good for early, but even without it she was playable, it wont do much late game though... if they are trying to fix any Mana problems people are having why not just lower the cost of her abilities a little. Like E 85>80, W 50.>40 and Q to 70 at all levels that way its only better at level 3, and lastly her R can cost 80 from 100 coz you will be using it alot, then she can have a better passive, I'm not sure exactly what but refunding Mana just doesn't seem necessary.

Probably Nobody agrees, so if you do or don't i wanna know what you think, because i wanna see good reason for her passive to just be about poking in the lane. Ahri Thanks. C^:

7 Comments

MrHaZeYo1 votes

Thought they removed the extra Ult charge thing. Although I'd love that.

I enjoyed her passive as is and although it's on her Q now, the new passive just shoulds awful. I'd rather they left the passive, removed the Q MS buff, and either added the extra charges to her ult or brought back the CD reduction it gave on each cast (or both)

Also they nerfed her old passive when moving it into her Q (Orb) I dislike that a lot, I understand it may of needed a slight nerf but they basically halved it. I hope this isn't the kit they decide on.

KeptYouWaiting1 votes

sorry didn't know they got rid of the gaining dashes on her ult, mb.

ExcessiveProtest1 votes

I think the mana passive is actually meant to not help with early mana sustain, and maybe to indirectly discourage passive waveclearing. One of the biggest Ahri complaints is about having no strengths or weaknesses, so I doubt they'd try to improve an issue like lane sustain or buff the early game they're trying to weaken. Since it refunds mana every time an ability hits Champions, though, mid/lategame teamfights become much less mana intensive, mitigating her issue of running out of mana in extended fights, especially with the Ult cooldown reset that was in the first release candidate, and will probably be returning soon. That means kiting becomes an alternative option to diving the ADC every fight, so people who like the current live version for some inexplicable reason aren't as badly locked out.

KeptYouWaiting1 votes

just making sure i got that correct, you said the passive wasn't for early but for late, but late you wont really need it, and i agree with that, but i still think its gonna help a little in early, then be irrelevant. and that ult cd reset sounds useful lul, strong too.

ExcessiveProtest1 votes

Mostly agreed, but in some cases the mana may be useful later. Against more durable comps heavy on juggernauts/tanks, or even some bruisers, Ahri can hit them all day and run out of mana before they run out of health, which is a bit counterproductive for people who want to play her as a kite mage. With Morello's old effect gone and Ahri having no viable sustain (the replacement mana items are more stalling then sustain), lategame skirmishing will burn a lot of mana for not a lot of effect, compared to assassin builds.

I can't say for sure if that's the intended goal, or if it would work, but that's what it seems like to me; classic assassin players get minimal benefit but didn't need it, but players who like the more recent skirmisher style pay less mana (or even none, for Q and Ult) if the enemy tries to tank hits or the frontline bunches up, allowing them to keep firing long enough to wear down durable targets. In lane, it gives nothing to passive players, but mitigates costs a bit for landing abilities.

The Ult cooldown is a guess, but seems like what he'd do; last cycle he did Charm amp (assassin) and Ult (Kiting/teamfight) changes seperately, then combined variants into one build for potential release. People complained that despite rewarding risks, CDR for hitting targets with Ult forced Ahri unreasonably close (The next day CDR was just for dashing), and even then she couldn't spam like Ryze without running out of mana. Come this cycle, and first thing tested is a mana refund for hitting groups that encourages, but doesn't force, closing with the enemy. Overall it seems like the changes are an attempt to increase the burst of assassin builds, and sustain and firing rate of kiting builds (without adding AoE damage assassins could abuse or enough sustain and waveclear to break laning), while hitting the safety of both. Again, I prefer assassin, so the kiting stuff is speculation.

Mcsquzzy1 votes

honestly I feel the only change that was really needed is the change to w

  1. it is a waste of mana half the time with the fire deciding to go rogue on that minion you ignored.
  2. if the e gets the buff then the q needed the ms removed so i can agree with this trade.
  3. kinda liked the old passive, made it so w could help get the heal ready sooner and 15% is pretty small so I don't know.
  4. possibly lower it to 10% and make the refund proc on kills like all the other refund mechanics, but i rather have it on q and keep the old passive
KeptYouWaiting1 votes

yeah thats a good idea, turn the 15% mana refund to her q passive and keep her passive the same

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