Elise's Neurotoxin feels very weak
Even late-game it feels like it deals very little damage.
Compared to Venomous Bite:
- It has a very high mana cost (100 vs 0)
- Lower base damage (180 vs 230) and lower base % scaling (4% vs 8%)
- And while the bite gets stronger as the fight does on, Neurotoxin gets weaker.
The reasoning given for it's weak state currently is that it could be a heavy harass tool. So, why not alter that? Right now, using it on someone for harass is mostly hurting yourself as it does next to no damage in early lane but takes 80 mana from you at rank 1.
It's also claimed it did not feel good as a DoT, but I feel that was just because it's so focused on being the current health % to Venomous Bite's missing health % that it has no identity of it's own.
But a DoT is perfect to avoid the harass issue if done as a Neurotoxin.
My suggestion would be:
Neurotoxin ACTIVE: Elise fires toxin at the target enemy unit, poisoning the target for 2 seconds, dealing damage per second. Auto attacks and abilities increase the duration of the Neurotoxin, up to 10 seconds.
PASSIVE: Elise's spiderlings deal 1% of their target's current health as bonus damage while they're affected by Neurotoxin
Damage: 10/20/30/40/50 + (1% (+1.5% per 100 AP) of target's current health) Duration: 2 Seconds (+1 per auto attack) (+2 per ability hit)
Old Damage at rank 1 with 30AP + target with roughly 1500hp: 115
New Damage at rank 1 with 30AP + target with roughly 1500hp: Q Alone: 65 Q + W: 130 Q + W + E: 195 Q + W + E + Auto 227
Q + Spiderform Q + 6 attacks + 8 total attacks from spiderlings: 445
This heavily rewards her for getting a full combo off in human form, and rewards her more by going up close in spider form (though only the Q in spider form can extend the neurotoxin, aside from auto attacks, which she can perform faster in spider form.
It's also worth noting the damage mentioned is not accurate as their health would be lowered from multiple sources, reducing the % current health damage, while the number above assume 1500 each time, so the real damage would be lower.
This rewards her following up on Neurotoxin, but makes it very undesirable as a standalone attack, dealing almost half what it used to.
It also means she must choose to use her Cocoon first to guarantee her spider and neurotoxin hit or risk using neurotoxin first and missing, wasting mana. This turns her Q into a pseudo-skillshot since it relies on the follow up to deal real damage worth the mana cost while also making the neurotoxin cast a warning that she wants to follow up.
This creates a clear counterplay of backing up when Neurotoxin is cast, after 2 seconds, she has wasted mana for very little return, making it very ineffective as a harass tool, while making it much stronger if she can stick to a target.
All of this changes it's mechanics a lot, while keeping the ability very simple.
).
I would rather change it to:
6/12/18/24/30 + (0,5% + (1% 100 ap) current hp) each 0,5 s.
Base tick duration 2s.
Human Aa and W = +0,5 s each on
Spider aa and Q = +1s each one
Max tick duration 5s.