What I'd love to see for Maokai (wish list)

RookPusher··1 votes·833 views

I'd love to have his passive not involve a weird "catch" animation.

I'd like to see his W regain some damage. It used to be based on the enemy HP - making him a tank that fought tanks, but since there must have been some reason for that removal, I'll take whatever damage I can get.

His passive should see a slight decrease in it's CD

I'd love to see his E get a displacement at all ranges

His movement speed could use a slight increase

8 Comments

Warlord Rhinark1 votes

I'd just like to see a full revert to be honest.

DuskDaUmbreon1 votes

His passive animation could be changed, although I'd like to know what you'd want it to be.

Can we not give his W more damage? Like, I'm fine if you make it more %hp or whatever, but don't make it more damage, the shit already does way too much even if he's full tank.

His passive's CD is more than fine. Maybe a flat decrease early on, but reduce the amount he gains per spell hit if you do.

His E doesn't need a displacement at all ranges. Odds are that'd actually hurt him a bit at long ranges.

His movement speed is fine. It doesn't need to go up any higher than it already is, the guy already outruns most ranged champions anyways.

MrFawknSunshine1 votes

maokai's W 50 / 75 / 100 / 125 / 150 (+ 40% AP) and its maxed 2nd in most cases, also maokai isnt building ap. so even if he had 100 ap which is a lot for him currently and it was max rank it does 150+ 40 for 190 magic damage.

it use to do % hp damage as magic damage but they took it away and put that on his E which he cant target. it hits the ground or sits n a bush til a champ walks by it or minions and its scaling is crap. and typically maxed last. will it hurt if he stacks a few in a bush and you face check it? yea but its hardly reliable.

his ms is 335 where as a common adc lucian has the same ms of 335. but lucian is also ranged.

Automated Riven1 votes

Hey, I saw this and was gonna page you.

RookPusher1 votes

{quoted}

His passive animation could be changed, although I'd like to know what you'd want it to be.

Can we not give his W more damage? Like, I'm fine if you make it more %hp or whatever, but don't make it more damage, the shit already does way too much even if he's full tank.

His passive's CD is more than fine. Maybe a flat decrease early on, but reduce the amount he gains per spell hit if you do.

His E doesn't need a displacement at all ranges. Odds are that'd actually hurt him a bit at long ranges.

His movement speed is fine. It doesn't need to go up any higher than it already is, the guy already outruns most ranged champions anyways.

Passive: I just want it to not have a triggering effect. What I can't do right now, if I'm being chased, is try to figure out if I can hit a minion, heal, and keep running to live. As it currently stands that isn't an option because the animation guarantees he'll catch me. If I were far enough ahead where I could eat the animation, then the safer bet is to just maintain the lead. His attack speed isn't inherently fast either so the timing isn't working in his favor.

W: MrFawknSunshine gave a better review than I could, and I agree with him. His W needs a buff.

E: I said it needs displacement. I meant that to be for his Q. But your point is taken. I just think giving it a displace at all ranges gives him more options when interrupting a channel.

His actual E is largely ok but I do wish it had more options. I feel as if its duration should scale harder with HP given all the problems Sunshine mentioned. I use it for two reasons: the slow, and as a ward. These features should be enhanced.

Automated Riven1 votes

Personally I can agree with the e having displacement on all stages. I would also support a slight increase on ult speed. But most importantly tank items need some buffs.

MrFawknSunshine1 votes

[{quoted}](name=Automated Riven,realm=NA,application-id=3ErqAdtq,discussion-id=6j%%%qzA,comment-id=0002,timestamp=2018-08-03T00:03:46.277+0000)

Personally I can agree with the e having displacement on all stages. I would also support a slight increase on ult speed. But most importantly tank items need some buffs.

i dont think tank items is the issue i think the resolve tree is the problem. you dont get any useful tank stats to start the game with.

case and point for going resolve you get hp per lvl starting at 15 at lvl 1 ( 30 if you have resolve + inspiration) this isnt even worth drawing minion agro makes it void and null . let alone a trade early. 2ndly conditioning rune.

you get no armor or mr from it til 10 mins in game where as a tank you are at your weakest in lane. you need 2 items just to be able to do your job. so you are behind all damage runes.

i have purposed a change to resolve and conditioning rune . if you take it primary. you should get more hp early lvls and as it scales give less hp. so in lane you can have more then +15 bonus hp from it. as far as conditioning rune you get +5armor/mr at lvl 1 and at 10 mins you get +10 % bonus armor/mr so it rewards you for being a tank. cuz currently it gives zero til 10 mins and after 10 you get +8 armor/mr and +5% bonus .

this changes would be conditional based on taking resolve primary. we can lose the ap or ad adaptive stat it gives but reward you for being a tank and building tanky

Automated Riven1 votes

I actually agree here. Resolve needs to have early defense options and late defense options. Right now everything is early and nothing is really late, and the late options are rather pitiful.

Here are some ideas. I think that grasp should have the damage portion removed, the healing buffed and the HP gain buffed. Aftershock should have a scaling duration. Like 1.5 seconds early and 4 seconds late. Conditioning should give you 8 armor and 8 mr at level 1 and the 5% should kick in at level 10. (this is portially so other lanes can have an option of defense for early game that isn't crysilys as that disappears later.) And second wind should be nerfed in lane and buffed later.

But I do think tank items should be mildly buffed as well.

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