Zoe's Nerfs and adjustments patch 7.24 - Numbers look good - a few visual issues?

Phoenix Incite·12/8/2017, 5:16:50 AM·1 votes·408 views

The new adjustments to Zoe feel pretty solid. Reducing the time that her W shards are on the board to 20s feels just right - Now it feels rewarding to get one, and I'm a lot more likely to risk going for one, which makes it more fun.

Her E now functions pretty well, the additional .2 seconds gives just enough travel time for Zoe's q to hit whereas champions before would be released in her nuke's mid flight if Zoe had to take any time at all to adapt or reposition to say new minions arriving. It also increases the likelihood of Zoe being trapped into being baited by her own E as enemy teammates are noticing that this is a good time to try and ambush Zoe.

There is one odd interaction I'm noticing - When casting Zoe's Q or E during her R's teleport when she's not yet on the screen, its unclear as to what actual vector the projectile will travel.

I've cast her skillshots several times only to find that until she's appeared on the board mid-animation, skillshots don't always travel the direction that they were cast.

Its also visually a little difficult to tell just where the end point of effect of her Q and E skillshots are - I've landed them right on the tip of Zoe's indicator only to have them register as a non-hit - either they're just slightly - maybe 15-25 distance points - too short, or visually something's a bit off.

Her Q skillshot also seems unusually thin - Where I normally would have hit using Jinx's Zap or similar single-target skillshot, Zoe's appears to need greater precision, which doesn't make sense as in terms of aiming and hitting an opponent, they all generally should function the same.

The reduction of Zoe's E through walls is a bit confusing - or rather how far her Sleepy Bubble will travel beyond the wall. I've sent it over and seen it travel about the 650 units beyond, however in other times the bubble appears to stop much more abruptly, its edge landing within less than 200 or a third of the wall's visual edge.

General feedback: Whatever AI was given to Zoe to see if she did or did not register a champion hit is pretty fun and interesting - she's the first champ that seems to give some critical feedback to the summoner and as a player its a fun interaction to hear your champ echo your feelings or even cheer herself - and you - on. "Go Zoe Go!"

Zoe's the most fun I've ever had with a champion since Unholy Chalice was rewritten to no longer be the core mage mana item and therefore, Ziggs could no longer be the mad maniac bomber that he once was. Zoe isn't nearly as deadly as that era of Ziggs but her ability to use shards to heal an ally, attack from surprising angles with her teleport, bait enemies into a bubble, surprise someone not paying attention with a deadly long range nuke all make for such a good time.

She does feel a little more responsive than before the patch which is great. I think that she could be a little bit more responsive and still not increase her kill or damage potential.

Overall, she's the first real champion I've played since the old Season 3-4 Ziggs that I really love to play whether or not we're winning.

Well done.

1 Comments

xGunna112/8/2017, 11:22:06 AM1 votes

her E is broken as fk

you can't see a giant sleep buble that deals true damage with q from behind walls

i will always ban her in draft games or pick her

you tried to defend her

even me i play her so much because i like one shotting people at early and late game lol