Buffing Mid-Lane Zyra While Making Support Zyra More Fair
- Of course, fix her current plant AI bugs.
Passive: Seeds spawn around Zyra periodically, becoming faster with level and lasting 30 seconds. If an enemy Champion steps on a seed, it dies. --> When Zyra hits an enemy with basic spell, 1/2 plant(s) (at levels 1/13) of its appropriate type is/are spawned at 225 units (prevents auto-kills from melees) anywhere around the target(s) hit (1/2 plant(s) per enemy hit).
Note: Takes away something that is out of the control of the player (feels bad when it doesn't spawn where you want it to spawn) and rewards hitting abilities (right now, hitting Q isn't very essential as it just does a bit of damage).
Mana costs:
Q mana cost: 70 --> 60
E mana cost: 70/75/80/85/90 --> 70/80/90/100/110
Note: Making her Q mana cost lower due to her new passive (using Q is less oppressive/more risky since you don't have a passive anymore if you don't hit the ability), while making her E have a higher mana cost when you level it up (keep her overall mana costs in check).
Damage and cooldowns:
Q damage: 60/95/130/165/200 (+60% AP) --> 70/105/140/175/210 (+70% AP)
Q cooldown: 7/6.5/6/5.5/5 ---> 6.5/6/5.5/5/4.5
Note: Give her decent base damage + scaling for hitting her Q that ressembles other mages more. Also, since her Q is going to fail to do anything more often than it does on live (on live, you can still miss your Q and spawn a plant from your passive if a seed was there), give it a lower cooldown.
Enemy damage to plants (note: her plants have 8 health): Levels 1-12 (unchanged): Ranged basic attack: 4 Melee basic attack: 8 Single target spells: 8 Area-Effect spells: 4 Damage over time effects: 1 Large minions/monsters: 2 Small minions/monsters: 1
Levels 13+: Ranged basic attack: 4 Melee basic attack: 4 Single target spells: 4 Area-Effect spells: 2 Damage over time effects: 1 Large minions/monsters: 2 Small minions/monsters: 1
Note: Early game/mid game, it makes sense that melee basic attacks and single target spells instantly kill her plants, so that she's not too oppressive and that her plants have counterplay. However, later in the game, this makes her plants too weak. As for AoE, players kill her plants without even meaning to, so I would also reduce it later in the game.
Overall:
- Rebalance her mana costs
- Make her Q itself deal more appropriate damage for a mage
- Make her do much less if she doesn't hit her E or her Q on enemy champions
- Take away the extreme randomness from her passive
- Reward Zyra players by making her more effective than before if you can constantly hit your abilities
- Make her plants scale better into the lategame
- Easier to balance if too strong