Syndra's passive should be changed into a series of Quests

darkdill··35 votes·11,980 views

Syndra's passive right now sits as "power without gameplay", in that it just gives her free bonuses whenever she maxes out an ability. Functional, yes. Good design, absolutely not.

A good change would be to make her passive a baseline Quest. Reward her for landing her skills on enemy Champions to unlock their bonuses, and you'll have a MUCH better experience.

Here's how I'd have them work. Take with salt.

Q - Land X hits on enemy Champions. Upon completion, Dark Spheres last 2 seconds longer W - Hit enemy Champions with Q after slowing them with W. Upon completion, deals 20% of its damage as true damage. E - Stun enemy Champions. Upon completion, increase spell width by 50%. R - Score takedowns with R or within X seconds of hitting an enemy Champion with R. Upon completion, increase range by Y and convert a % of the damage to true damage.

How do you think this kind of "Quest passive" would work out?

31 Comments

KoKoboto19 votes

Err doesn't change much imo. Just means that she won't have access to passive at times. Most of these are "just play the game how you already would and you'll get stuff". Doesn't actually change gameplay.

darkdill3 votes

True, but at least it's not "free".

ChaddyFantome4 votes

{quoted}

Err doesn't change much imo.

It changes enough, imo, which i think was TC's goal. I approve personally.

AwesomeGuyDj5 votes

I would actually support this if done properly. It rewards a good syndra player for fulfilling it and landing her abilities. While a syndra player who misses 99% of everything will take longer to stack these.

YoNightmare716 votes

That's a great idea, could also link her up more with her lore wich says Syndra is always in quest for more power. Quests could be random and there's a ton of them so they last for the whole game, this way Syndra gains power in a consistent manner even after lvl 18 and full build.

AquariusGine10 votes

NO, remember Cassiopeia's old passive? We HATED it. We hated that it was a quest. Cassiopeia needed to poisons X number of times to gain Y% more AP and it felt terrible to play; the huge backlash proved it

Automated Riven3 votes

The backlash had far less to do with the quest and far more to do with the stupid change from her being an aoe dot mage into an e artilery mage. thats why her new rework still was not well liked.

yoshi27901 votes

I LOVED her old passive.

FilDaFunk6 votes

When you say "power without gameplay", doesn't this apply to most champs? The purpose of the passive is to boost her mid/late game (although previous iterations of the q portion were better). Notice that she doesn't have a passive until level 9.

darkdill1 votes

The fact that she has no passive until level 9 and that it works the way it does makes it super boring.

FilDaFunk1 votes

Not every ability has to be exciting. This gives her a well defined power curve (although some of the changes took some skill expression away). The quest mechanic would throw her into a feast or famine situation, which I think is certainly not the direction the game should go in.

Dope Solo4 votes

Syndra is already a resource constrained champ. How about applying this concept to windwall?

xJLx MCHammer4 votes

Nooooo

They tried that gated crap with Cassiopeia before they finially realized gated scaling is really bad.

darkdill1 votes

There's a difference between gated scaling and gated utility. This would be the latter.

Zëd Lęppelin3 votes

So basically HotS?

2Charmnot2Charm3 votes

Good luck doing this after the mana update.

Z3Sleeper2 votes

This'll sound really weird but what if her abilities scaled the opposite way?

Like, quest completions grant the current bonus ranks of her spells while spell ranks grant the bonuses she gets for maxing them.

So like, landing spells increases her damage and ranking spells increases their utility (and W's damage).

Idk just a thought.

Seviel Vorose2 votes

People need to realize that the source of all of her problems is the MYMU. The multi spheres grab is gone, and Q is finally getting reverted to bonus damage against champions. Without the extended duration, her R tempo will be the same as release. She'll be fine again. No need to put so much more stress into hitting her spells as they already are extremely easy-to-miss skillshots, W in particular.

BlackOnyxAltear2 votes

LoL could learn a thing or 2 from Hots. This is one of them.

Forhonor3211 votes

Quest idea: I like it. Quest idea on Syndra: eeeehhhhh.....meh?

I mean, I really do like the idea of a quest based passive, something similar to Nike from SMITE or a variety of hero talents in HotS.

Putting something like this on Syndra though feels odd and off to me. I can understand if it helps gameplay wise that through practice she becomes more powerful. Though one thing is though what would be these limits. If they're set too low, they can give a massive power spike early on and if they're too high, they feel like a grind to get.

Not to mention that if you can't land these abilities or meet the parameters of these quests, you essentially lose out on power and this leads to a feast or famine situation.

Just my thoughts though.

Fleiryn1 votes

Syndra is no fun even as she is if you are hard pressed to score hits on enemy champs to be effective that would just make it worse

Teridax681 votes

I love this. To nitpick, I'd probably go for more gameplay-changing effects, rather than true damage conversion or stat increases, but the general idea here I think is brilliant, and perfectly adapted for Syndra. It's a great fit for her identity, fulfils the theme of her innate, and gives fun gameplay to arguably one of the most boring passives in the game. Perhaps Riot may have to whip up some coding magic to get this implemented, but that aside, this looks like an easy win in terms of improving Syndra and the game as a whole.

Nhifu1 votes

I'd rather see a rework with a purpose, as in better to play against and play as.

Right now Syndra is toxic asf. Super fast stun speed, on top of an annoying flash R

Would make sense to lower her ult damage in exchange for a lower cooldown on her Q to balance it out (so people actually stack orbs on players)

xJLx MCHammer1 votes

{quoted}

I'd rather see a rework with a purpose, as in better to play against and play as.

Right now Syndra is toxic asf. Super fast stun speed, on top of an annoying flash R

Would make sense to lower her ult damage in exchange for a lower cooldown on her Q to balance it out (so people actually stack orbs on players)

That flash +R trick doesn't work anymore. They nerfed her damage on her ultimate way too much. By late game, if you are worried about Syndra ultimate, a ADC can do the same amount of damage from a crit.

Although, i do agree, her stun can be hard to play against.

notice me Sin pi1 votes

[{quoted}](name=xJLx MCHammer,realm=NA,application-id=3ErqAdtq,discussion-id=8ExK2re8,comment-id=000d0000,timestamp=2018-04-21T22:01:24.654+0000)

a ADC can do the same amount of damage from a crit.

rather than it showing syndra's ult being too weak, i think it says more about how ADCs are broken atm

Ok sure but why1 votes

Maybe we could periodically spawn in little chimes around the map for her to pick up to increase her power!

darkdill1 votes

Bard

Ok sure but why1 votes

yes

Fear the Kayn1 votes

I support buffing her, but her ult needs a little more setup before I think Riot will do anything. Don't nerf the damage, but make it require more time to setup than just 'press Q once and click enemy ADC to auto win teamfight'

darkdill1 votes

How about having it so that each orb added to the ult increases the damage exponentially rather than linearly? This would require some adjusting, but it'd reward Syndra if she gets off a mass orb ult and punish her if she fires without setup.

Separates good Syndra players from bad ones (not gonna say "good vs great").

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