In-Depth Ezreal discussion/Why Riot's "nerfs" are going in the wrong direction.

Livin like Riven·3/11/2019, 1:58:39 AM·17 votes·13,446 views

Let me preface this by saying I'm a main with probably 2,000 someodd games on Ezreal, and I've been theorycrafting him with every type of build since S4. (As an aside, please let us insta-buy fully stacked Tear items in practice tool, with the advent of double tear, testing things in practice tool needs quite some time just to even stack) This is going to be a long post, but I'll leave a TLDR at the end.

I'd like to talk about three things for Riot's consideration with the coming nerfs. Firstly, Ezreal's "power neutral" rework, and how it was most definitely a buff, hands down, with no contest, on AD, why that's so, and how it has contributed to the Double Tear build. Secondly, tying into the first, why the Double Tear build is so powerful on him, and lastly, why, because of those two things, the nerfs Riot is seeking to put out are all-out WRONG and will not have the intended effect, and for the most part, won't even nerf him. I will also be offering some suggestions on how to nerf him on AD without nerfing his full AP builds.

Okay, so first up, the rework was a buff. Sure, W's base damage wasn't all that high, but Riot didn't factor in its interaction with Muramana. Since W is a single target spell, it also procs Muramana. It also forces E onto the W'd target, which was previously highly unreliable damage. Therefore, W base damage increase + AP scaling increase + E base damage guaranteed + 2 more Muramana procs guaranteed means you're just adding a lot of instant-pop damage all in one. With the AP scaling increase and more Muramana procs guaranteed, this HIGHLY incentives building double tear, which double-dips into BOTH of those new-found strengths. This allows Ezreal to essentially oneshot once he has completed his Archangel's. Also of note, Bilgewater/Gunblade/Bork active proc a muramana proc as well, meaning once Ezreal has his 4th item, he no longer needs to land Q to kill anyone. W E auto and an item will kill nearly anything that isn't a tank, so anyone out of position for any length of time is just dead if Ezreal capitalizes. This is not healthy, obviously.

Until Season 8, Ezreal needed three conditions to oneshot a squishy. Being ahead by far, a cheesy build that falls off, and landing his ult. Now he can oneshot a squishy with his optimal build, the double tear. It's so powerful right now because giving him two extra Muramana procs guaranteed and higher AP scalings means mana + ap = good. This means Seraph's is just too powerful for this, and these intended nerfs are actually all wrong, they will buff him unless he is dealing with someone that is far too tanky to burst, and his Q poke will be too low if they have any sustain to deal with him. The W buffs then mean EARLIER oneshots, because W at rank 2 with the "nerfs" are going to be W at rank 4. Ezreal also does not need his ultimate to do any of these oneshots, and the only time he really NEEDS his ult for damage is pre-Muramana, so you only nerfed his early game without touching on the strength of double tear, which is the issue. The only thing the Ult nerfs do realistically is slightly weaken the pre-18 minute fights and weaken his already garbage wave clear. The W buffs just increase his ability to oneshot someone and decrease their chance to play against it, and weaken Ezreal in spots where he's already weak, such as trying to kill someone tankier where he'd need more consistent Q damage.

Alright, now that we've got why Ezreal is strong and why the nerfs are in the wrong areas, here's some right areas to be looking. Like I said, the rework buffed his burst through the roof. A lot of people like playing AP Ezreal, and they seem to be trying to balance around this as well, so then, why not nerf Muramana a bit? Introducing a lockout cooldown to Muramana's passive damage is the best way to negate Ezreal's burst and disincentivize Double Tear builds, though, to be honest, it'll probably still be the go-to build, it shouldn't be able to oneshot anymore. At the moment, Q W E Auto Q gunblade/bork auto takes about 1.2-1.4 seconds, and hits SEVEN Muramana procs. Adding a lockout on Muramana passive damage hurts no one in the process, namely not AP Ezreal or other Seraph's builders, and only mitigates AD Ezreal's burst, while still maintaining his strengths in the areas he was designed for: His poke. If you add a cooldown on the Muramana damage, he'd need some compensation buffs, though, since he would not be able to kill tanks as easily, either, which he already struggles at. For this, I'd suggest giving him more attack speed per level. Base attack speed buffs would make him a viable jungler again, which I know Riot doesn't like, so giving him more attack speed per level means by the time he gets Muramana, he has enough attack speed to compensate for the lack of Muramana procs in all-out fights to equalize the damage, less burst because of less Muramana procs in a 1 second period, and it won't hurt anyone because no one else builds Muramana.

Edit: I'd suggest either the same or half CD as a lockout period to Sheen to further disincentivize double tear's 45% CDR, since 35% is a happy amount of CDR to hit Q's on CD with to proc sheen that no one cares about since Muramana's damage is too high, and Ezreal players already have Sheen's lockout ingrained so it won't feel clunky trying to line up sheen and Muramana damage at the same time.

Another thing that could be done is to simply add a base damage centered around where Muramana with just one sheen in tow is, and then nerf mana scaling on it, but this is a far trickier route because of the aforementioned 7 procs in about the time it takes for anyone to register Ezreal has even gone in, and Ezreal currently only needs ~4 to kill anyone who isn't stacking resists/has Sterak's if he's not ahead, and 3 if he is.

TL;DR Ezreal "power-neutral" rework made Muramana and AP way better at dealing damage, so buying Seraph's is a no brainer that oneshots things. Nerfs don't address that. Lockout/internal CD on Muramana damage w/ compensatory attack speed per level buffs fixes his ability to oneshot while not hurting his overall damage.

14 Comments

Anu3isII3/11/2019, 9:49:39 AM8 votes

At this point, I think we all agree that Riot has to look at Muramana and rework it. It has been core on Ezreal and only he is building it most of the time, making it simply an "Ezreal item" similar to how Viktor got his Hexcore.

I agree with you that they should definitely nerf his burst and buff his DPS. Hope they will at least think about it...

Nevrankroaton3/11/2019, 1:37:09 PM3 votes

You don't even need to work on compensation so far.

Just give muramana a lock out of 1,5/2 second and see how it goes, reduce his W base damage or AP ratio just a bit if needed and don't remove/touch his Q ap ratio as they are not the current problem of Ezreal current build.

Moody P3/11/2019, 4:25:41 AM3 votes

Reasonable suggestion. I like it.

diemflitfold3/11/2019, 4:22:03 AM3 votes

Can muramana just be essence reaver already?

DrippyBrownHole3/11/2019, 6:15:02 PM1 votes

Ezreal is a crap champion for crap players

BoshTheIronGolem3/12/2019, 3:03:16 AM1 votes

I'm fine with Ezreals kit, damage, ult, cooldowns, stats. What im not okay with is i feel there are items only he benefits from that give too much.

Iceborn Gauntlet, Murumana. I cannot think of any champion that builds these and actually plays well. (Besides maybe MAYBE jungle full tank Ekko with the iceborns). All on hits that benefit his only real ability that should be nerfed, his Q.

Obi Int Kenobi3/12/2019, 12:47:11 PM1 votes

The suggestion is nice, I'd still wish they would make Iceborn melee only however, and maybe remove the option to stack tears or just rework/remove muramana since basically only ezreal ever builds it.

The thigh guy3/11/2019, 2:51:38 PM1 votes

Ezreal is only being nerfed for traditions sake. Any time an adc leaves bot lane riot has to gut them into the dirt. It’s how the game has always been.

Its All Skillzz3/11/2019, 3:04:14 PM1 votes

Ezreal has a 46% win rate, he is not broken or out of control. his double tear build is a gamble, it takes long time to stack 2 tears an you are relying on your team to carry you for the first half of the game before you do anything. meanwhile you can watch any crit ADC get a ie an begin 3 shotting everyone who doesnt have 200 armor at 1 item. i actually hate the new ezreal W, idc if it adds to his single target burst they ruined his lane poke though minions and his team fight aoe damage as ap, there was times when i could sit in a bush waiting at baron an W R kill 3 people and 3/4th hp the tanks off my combo alone late game. now im just R their team W the front line and die like a moron. the nerfed damage to minions on his R was a massive hit to ap ezreals farming, you pretty much cant farm anything later on, when the behind 0-15 adc comes into your lane with few ad items an easily out hits you.

https://www.youtube.com/watch?v=7VGWQSSxDbg Take this situation with the new ezreal. Rumble wouldnt taken extra damage due to my W not hitting him and then i woulda died a fools death after killing kha zix.

https://www.youtube.com/watch?v=UYXqF59Jj34 And here, W woulda hit zac not doing any damage or killing him and then chunking jhin, he woulda prob body blocked the Q an died then veigar woulda gotten his damage off an killed me cause he wouldnt been low enough to die to my Q AA ignite after i managed to kill zac, an i wouldnt gotten a pentakill. honestly new ezreal is stupid, its better for ad cause he has a useful W but bad for ap cause he has a useless everything else. just revert him back to way he was and add a Ad ratio to his W or something.

Another thing about new Ezreal W that i hate is that it does no damage if you dont follow up with something else, most the time being E, this punishing ezreal for not going in after landing W even if its a bad time an you basically dont have a spell, when before you could use it to poke pesky assassins from enganging on you.

loli nukes3/11/2019, 6:14:50 PM1 votes

I'd like to see you the removal of AP on q affects AP builds, ideally I'd like to see how straight ad builds are in term of power before I think they should mess with muramana. They could also potentially lock out double tear in general, which in reality only nerfs ez