Ahri update in 8.7: Suggestions to fix a few issues and not making her "Charm-first-reliant"
Greetings Riot and community!
I've been looking forward to the Ahri update on 8.7, yet I'm not totally satisfied with the current changes on the PBE server and I'd love to make a few suggestions on how to improve her kit and her gameplay. If you could please bring this post to the attention of the Dev team I'd be more than grateful.
First of all, let me quickly introduce my self: I'm 25 years old, I live in Venice, I've been playing League for the past 7 years and I'm now a full time League of Legends coach. I've always loved playing Ahri and I've hit mid-Diamond multiple times on several accounts, yet this is my first time writing on this forum.
Please forgive any English mistake as it is my third language :)
With Ahri's new update I feel like we're going to have a few issues with her gameplay and "fun" aspect (I'm typing this today, 03/24, so I'm refering to the latest PBE build):
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By removing the movement speed effect on her Q, Ahri will lose a lot of mobility in terms of trading/fighting and overall roaming potential. In the laning phase, managing to hit an enemy with a max range Q while dodging his skillshots with the movement speed and repositioning to extend the trade from a better angle or just to disengage always felt fun and very useful. We could also use it to escape a gank by sprinting towards our strong side or to reach an enemy when chasing without out ult. Without this, Ahri looks a lot like a sitting duck when without her ultimate, which feels very sad when playing an agile and slippery champion.
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Charm is already our most powerful spell, it can make or break any duel/fight or extended-aram-situation. It's our main engage tool, our defensive tool, our peeling tool, our way to ensure we hit the return of our Orb of Deception. It's already extremely rewarding when we land it, while very punishing if we don't. Adding the 20% damage increase for 5 seconds feels like putting too many eggs in the Charm basket. Don't get me wrong, I'm glad you're giving Ahri some love but I think this isn't the best way to do so. I remember when Ahri had this same effect a couple of years ago and playing her felt very binary. The worst part is that it messes up with all of our combos, I'm sure most Ahri players will agree that we like to have some freedom on how and WHEN we hit our spells. When challenging and enemy midlaner I love to engage with R, cast my W and Q, try to catch him with the returning Orb and while I do all of this I try to read his movements to "check mate" him with a well placed Charm, a few autos while waiting and finally seal the deal when my W and Q cooldowns come back in combination with my last R charge. With these changes I would feel forced to always engage with Spirit Rush and Charm immediately, preventing a lot of the "dance moves" Ahri can pull off while puzzling her enemy and waiting for the perfect Charm opportunity.
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Fox-Fire has always been a bit disappointing as a spell, everything else in Ahri's kit is so much fun while W feels underwhelming. It's kinda hard to manipulate it in creative ways, it's more or less a "must press button in combos" without much to add or any fun passive attached to it.
That said, I've come up with a few different solutions for these problems, I know you guys put a lot of effort into updating champions but I'd really appreciate if you could just consider what any of those changes would mean to Ahri.
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Instead of making mandatory the Charm as an opener, you could move the additional damage on a W passive. This is just an idea but check this out:
[New Fox-Fire passive] Whenever Ahri hits an enemy champion with Orb of Deception, Fox-Fire AND Charm within 3 seconds, Fox-Fire will make the enemy burst into quickly-consumed-blue-flames (think of a bigger, non-delayed Scorch effect) dealing an additional X damage (where X is how much we would get during the 5 seconds of 20% increased damage following a Charm - in the current PBE build at least).
This could have a per-enemy cooldown (think of Braum/Ekko passive) of 25-12 seconds (scaling per level) to prevent making it too powerful in lane and too "snowbally" with 40% cdr on Charm later in the game.Explanation: this would still add the damage increase you want to give Ahri in basically the same amount of damage, it rewards players who can hit skillshots (Charm is still a must to proc the bonus damage) while punishing those who don't, yet it doesn't force Ahri players to cast Charm as their first spell in any situation.
Want to make it even more interesting? Change the requirements to proc the new Fox-Fire passive to "hitting an enemy champion with 4 unique spells or attacks". This would work with a basic E-Q-W-AA combo, but also with R-Protobelt-W-Q, making it easier to AOE enemies sticking together in a teamfight, with the right spells/items/autos you could proc the additional damage on multiple enemy champions at once. To help in this direction, the magic damage and true damage of Orb of Deception could count as 2 different spells, as they did in the old Thunderlord mastery.
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I would love to see our Spirit Rush become more interactive and fun to use, Ahri is very much relying on it to enable her "assassin" status, without it she's just a mediocre single-target mage.
First idea: [New effect] Whenever Ahri kills an enemy while Spirit Rush is active or a champion that she has hit in the past 3 seconds dies, Ahri gains a new charge of Spirit Rush and extends the duration for 3 seconds.
This would require her ult to wait 3 more seconds after using the last charge before going on cooldown, to enable the possibility of a fourth dash if an enemy dies. To make it easier to track for Ahri players and their enemies, during the ultimate she could have a "Spirit Rush charges indicator" below her Health bar (think of a temporary Swain Soul Fragments or Jhin bullets indicator).Explanation: this would help a lot with Ahri's teamfighting and reward her for committing a lot of cooldowns to take down just one target. It would give her a bit more freedom to go in when she knows she can get a kill with her last charge. She would feel more dynamic in fights instead of running out of options after creating a kill for her team, yet it wouldn't make her "op" in case she's not doing too hot on her first few spells.
Second idea (bear with me, in my opinion this is super cool but it's completely new so I'll try to be very detailed):
[New effect] Whenever Spirit Rush goes on cooldown, Ahri gains a charge of Spirit Dash (I'm sure you can come up with a much better name for this). While Spirit Rush is on cooldown or not learned yet, she can activate R to consume a Spirit Dash charge, immediately turning invulnerable for 0.75 seconds and doubling her movement speed for the duration, but preventing her from casting spells or attacking an enemy (maybe invulnerability is a bit unnecessary, but i liked the idea of making her harder to pin down). Ahri will start every game with 1 charge of Spirit Dash. The animation could be like her ultimate but blurrier, making it clear she can't be hit during that short period of time. The indicator on the spell icon could work like the reworked LeBlanc's ultimate, where you can check her clone cooldown in the small green circle: in this case the green circle would be her Spirit Rush, as long as the Spirit Dash charge is available.Explanation: this would fix a lot of Ahri's problems: it would give her a movement speed buff on command, to get in position or disengage even if her ult is on cooldown. Starting the game with a charge would make her less weak to early game aggression, yet it could be used to go aggressive once before level 6 and force a 1v1 or a gank, letting her get in position to cast a Charm. It would add some mobility to her kit when her only mobility spell is on cooldown, making her way more fun to play while her R is down.
- Regarding the Q changes, removing her movement speed and moving the health sustain to this spell and adding mana sustain to the passive, I really like the direction this is going in, but as I said above I truly feel like keeping mobility on Ahri is key to her gameplay style. A solution to this could be to keep the movement speed on Qs that don't heal: the first 2 casts of Orb of Deception grant movement speed, where the third cast offers healing instead. This would add some depth to her Orb of Deception usage in the laning phase (is it a good time to trade or is it better to heal?), give her enemies windows to punish her (Ahri is on her healing Q, she can't escape a gank!) and adding some more thought behind her teamfighting patterns.
I know I've typed a lot but I really care about Ahri's kit and i wouldn't want her to go back to her season 5 style of must-hit-charm-first. Thanks a lot for your time and I can't wait to see her final changes as they go live, this is great news for any Ahri player out there. Keep up the great work and thanks again for reading :)
Cheers, Zefi

and whatever else people rush on Ahri. Even if you do get the Lost chapter items it's still helpful to gain mana back on kills.