Zyra has been a disappointment @RiotRepertoir
The current Zyra is a shell of what she used to be.
Current issues plaguing Zyra (mid/sup/jung):
- Low plant health allows enemies to negate a large portion of her damage.
- Lack of magic pen in runes and items.
- Awkward Q shape causes her to have farming issues when compared to the old circle design.
- Early game only champion (not even that good compared to other early game champs).
Suggestions for change:
-
Replace her new Q with the old circle shape but add the increased size for plant spawn. -This will allow her to more reliably clear minions in mid/jung camps and have almost no retaliation for supp.
-
Shift power into her abilities instead of her plants.
-Give her some decent scaling AP ratios to her abilities. Gut her plants. Give them debuff abilities or have their damage amp up over time instead of allowing them to be dispatched so readily by her enemies. This would allow zyra players to feel more impactful when landing abilities and give enemies the chance to disengage before her plants increase in power (damage or debuff increase). This also would have the potential to spice up her builds. With more scaling, she possibly wouldn't need as much magic pen until late game like other mages.
I think many Zyra players are feeling frustrated right now. I have detailed my thoughts on how some issues could be addressed, but more than anything I would like a discussion from Riot regarding the issue. The plants seem to be a huge mess currently. More insight into your thoughts on how they could be balanced or how much they impact her design would be appreciated.

For clarification. I have mained Zyra since S4. Mid, Jungle, and Sup.
What she is currently, is a laughing stock.
that hits through minions and instead of a dot has a plant that hit once at best.
W
/
splash /
/
or an enemy player getting rooted and by default auto attacking the closest target killing plants before they even get a hit is the absolute worst feeling ever.
E aim in my opinion so you can fight attackers in melee range without having your spell side stepped or easily dashed from.
turrets with envy as to how much HP and damage they do.