Orianna changes

Syfrax97··1 votes·450 views

So ever sense i had tried out Orianna for the first time i have always liked playing her. Her simple kit makes it easy to understand how to play her but its not so simple compared to other mages. (zoning with the ball and comboing your ult with your teammates. However i have always.....ALWAYS hated the range on her Q and mostly how it cripples her form ever having a safe spot to use her abilites unlike most under mages. As a "Supposed" mid lane mage or poke lane support she can't exactly lane safely or zone the enemy for her ADC to farm with the the range her Q has which is as far as her right click range forcing her to always be in danger of hooks, chains and other harassments when trying to poke or zone unlike most other who would have an easy way to zone one way or the other (I.E Maz silences and follows with Voidling spawn or Malefic Visions, Karthus can have Defile active to make enemies second geuss to go after him if he drops his wall of pain slowing them for him to be safe and ryze can root first before throwing his combos out giving him a safe start for his abilities and his passive to kick in for an escape if need be) but Orianna just has her shield and her dinky slow even at later levels. Now you could give the argument you could just stay behind the minions and avoid the poke but unlike most mages that have some kind of "safetly spell" to save them from harms way if someone gets close to them as mentioned above or puts the push on them (aside form buying Zhonya's) Orianna can not save herself easily without team-help or the use flash/zhonya. Not to mention after you throw your Q you still have to be in its range for it stay there to Quote "zone" the enemy laner and you can't even stay that far from it. I would suggest a few changes with her Q to make her laning life as well as possible support live easy. Have it so the ball does not return to orianna but has to return manually Via Q or E. However make the arrow distence mean something instend now where the ball will activate its abilitys or not. If you are in blue range it will activate the abilities like normal. If you are in yellow range abilities damage will be reduced by half. And if you are in red range the abilities will not work making it as if the ball is "deactivated" when too far from orianna. The same can be do for the vision the ball gives. If it is in blue range it will show full vision in bushes. If it is in yellow range it will show vision of the spot it is in. And if it is in red range it will not give vision at all (but you can still see where it is). Feel free to share you thoughts on this idea to agree or disagree or suggest your own idea on the matter.

5 Comments

Tulare1 votes

The tether range is substantially larger than the Q range. You're right that you can't just move the ball around within the tether range at will. She would be much too strong if she could do that. The point of her Q having limited range is to introduce that window of vulnerability. You shouldn't be able to move it around without penalty. That should encourage you to position the ball and Orianna herself carefully. When the ball is positioned well, she can threaten W and E from a location of relative safety.

ChaddyFantome1 votes

However i have always.....ALWAYS hated the range on her Q and mostly how it cripples her form ever having a safe spot to use her abilities unlike most under mages.

That's the point. it's an intended weakness so the enemy can counter her zoning with zoning of their own.

if orianna had her utility, damage AND had the level of safety you want from her, she would be utterly broken. Without a doubt.

Syfrax971 votes

The thing is almost all other mages do not have a range downside, And if they do they have another spell to help back it up. Orianna HAS no back up spell aside from Command: shield and even then it bearly helps you.

ChaddyFantome1 votes

{quoted}

The thing is almost all other mages do not have a range downside,

ignoring the fact that this is blatantly untrue, they also dont have the DPS and utility orianna has. When you have that, somethings gotta give.

You can't have your cake and eat it too.

Syfrax971 votes

Ok let me give you the examples to why that IS true. Following with the two examples i gave up top let me list you the things each mage has that i call "safety spell" that can help them make an escape from an Engage enemy in need be or to purely make a run-away (From A-Z) Ahri has her Charm and if you want to use her ult to dash around places. Anivia has her stun (albeit hard to land sometimes) and her wall AND the slow from her ult. Annie has the exception here but she is more squishy and "simpler" to play and so her "safety spell" is basicly just when she has her passive up (stun). Aurelion Sol has his Q just like Anivia's (but much harder to pull off Granted he can zone people much more easy than orianna but if he has one other thing to help him if he is given the pressure.,..his ult gives him the space he needs. Azir can relocate his postion thanks to his soldiers. Brand (if) you land E and Q just to have someone stuned and be off from you. Cassiopeia has a massive slow and her ult to stop you in place. Elise has a stun as well as a semi escape in her spider-form. Fiddlesticks (do i even need to say it?) Heimerdinger has his slow/stun to use (but again its hard to land) Karma has her shield and root and futhered by having the ult variation with the root healing her and the shield giving her a bigger movment speed to escape. Kennen has his E and if you are good you can stun someone in a matter of less then 10 secounds to make an escape from them. Lissandra has her E and you can heal yourself abit or shut down someoen Via ult. Lux has a root and a 2 way shield (the shield returns to her and gives her its effects twice in a sense) Morgana has her Spell shield and do i even need to talk about her giant root? Swain has his Root and he can always activate his ult in case he needs to heal off of someone chasing him (that and his technically a mage tank) Syndra has a stun with her balls. Taliyah has a slow and a knock up/back. Twisted fate gives you a foul all the time. Veigar shows you the event horrizon. Vel'koz has a knock-up (a hard one to land again) but he can also slow with his Q. Viktor has his Q to give him movment speed and you could just top your trap on yourself if a would-be melee assassin has jumped on you. Vlad has his pool to escape. Xerath has a stun and a slow to use. Zigges has a knock back for him and his enemy as well as a slow (but you mostly use it to pressure lane and for zoning purposes). And finally Zyra has an annoying as hell root. There i just gave you how every (aside from maybe brand and annie who doesn't exactly have an escape without items taken into account) mage has some safety spel to use if they are in a bad situation or something you could use to make your lane life easy.

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