@riot permaslow is "healthy" when its tied to tanks. keep this in mind for rylais
you said you feel a issue with rylais is "making all your abilities slow should be something you opt-in to, and not just a basic purchase for all AP mages"
and i agree. but your potential rylais changes imo are going in the wrong directions
"tanky" things generally feel balanced when they are tanky and have low damage and high CC
so in terms of "perma slow". the item mallet feels pretty balanced in its current state because it is expensive and offers mostly tank stats and very low AD. so its more of a tank item, with low damage, and high CC. that feels perfect and mallet is in a totally good and decent buy on many champs (not just gnar)
and to everyone who says "gnar with mallet is oppressive" they are just whining babies. no gnar is not. i garuntee i can take any melee bruiser (darius, garen, nasus, trynd, you name it) and go 15-0 against fakers gnar. and this isnt impressive, because thats like saying i could beat fakers draven with rammus. of course i can, because rammus absolutely counters draven. gnar is a teamfight champion (not a 1v1 champion). so as someone decent at toplane i can easily beat gnar with champions designed to 1v1. the kids whining about mallet gnar are just making a whine, because gnars winrate is sitting at a healthy 50% winrate meaning MALLET GNAR IS NOT OPPRESSIVE. THE PERMASLOW IS NOT OPPRESSIVE. GNARS KIT IS BALANCED AND HAS COUNTERPLAY. it is 100% easily beatable and its a skill matchup. and actually, gnar is weak at 1v1 and strong at 5v5 so its actually a "skill matchup" for the gnar to try to survive and not get his ass kicked by the enemy garen or darius. to people saying gnar "shits on melee" they are completely wrong. any diamond 1 garen/darius will shit over any gnar in lane. gnar is a 5v5 champ. most duelist champ can easily 1v1 and kill gnar
so mallet isnt even all that bad. and people are wrong when they say its only good on gnar. i know poppy isnt building it but damn imagine if she did. or hecarim. or heck its probably good on jax or renekton too if you wanna make those champs into tanky cc-bots
mallet has plenty of strong uses. its a decent balanced item. it is high tank, low damage, high CC (utility)
so i feel rylais should be the same way. you "opt in" to rylais by spending a TON OF GOLD on mostly tank-stats and low damage. that is the "trade off" to get the slow
i think the following changes should happen to rylais (and liandry) to "spice up" mage paths a bit, and balance rylais
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add liandry burn to hauting guise, the 1600 item. and make the burn also apply on auto attacks
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remove magic penn from guise. move the magic penetration to liandry.
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make rylai 800hp 20ap
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make the slow always 20% for every spell, but the slow lasts for 14 seconds when you land a spell with a melee champ. and 7 seconds for a ranged champ
this will "spice up" many AP bruiser and mage paths and make rushing a haunting guise "viable but different" on AP champs because the burn is still totally useful even early game (without health stacking) since its damage is always decent unless enemy is below 30% hp in which case you 1-rotation him anyway
and plus the burn will now apply on autos and it doubled when u get a rylai
haunting into rylai will become a decent "optional" tanky utility path for mages or AP bruisers since it will give low AP, but nice burn and survivability in lane against a zed or something, and the burn is doubled vs slowed targets by rylai. so you go rylai+liandry for survivability utility and some damage, and then AP after
and next the slow is reduced to 20%, but buffed to 14 second duration for melee and 7 second for ranged. i think thats pretty helpful of a change
sure 7/14 seconds sounds like alot. but. i felt 20% is "almost nothing". its like a baby slow. so i thought making a baby slow last a long time (and double for melee) was ok, allowing for chasing in jungle in 1v1 chases, or to help slow a team in a teamfight to chase them down or kite them
lets be honest. if a ekko goes on you (and your adc) your dying no matter what... the baby slow doesnt really change anything... it is just there to help one team chase another team in a 5v5 teamfight
a specific debuff slow on anything it hits that cant be applied again for another 5 seconds. (similar how
cant knockup the same champ again for a few seconds)
no need to change AP, health, slows percentages..
buy because
is horribly gold inefficient if you aren't a mana champion and they deal enough damage to afford dumping a lot of gold into an item that only gives 30 AD (though Yasuo been purchasing this later and later as changes force him more into building damage to remain relevant).