Let's talk about Reworks!

HalcyonDweller··1 votes·246 views

Hello,

I want you to comment with a champion you think needs a rework, along with why, and if you want you can include how. Give good reasoning, no crying or just saying, "becuse "OP." If you think they are unbalanced, or need more thematically, explain how or why. (Bonus points if you can follow the design goals RIOT seems to prefer, such as; highlighting strengths and weaknesses, viscerality, and skill ceiling and skill floor).

Lets have a healthy discussion about reworks!

Best, HalcyonDweller

EDITS:

When you downvote, can you at least leave a comment explaining what you didn't like? I can't improve the post if I don't know whats wrong.

Over the course of the weekend I will edit to include the best argued comments in the original post. Keep in mind if you want to be quoted, the comment must have a good argument, and avoid insulting RIOT. We want RIOT to see this post and take ideas from it, not stop reading because of some rudeness. I will only quote well reasoned and non-insulting posts.

{quoted}

Here's an example to start us off -- I saw a post a while back by a Yasuo Main who suggested some very cool ways to add interaction to Yasuo's kit while also making him more fun thematically. Their suggestions included:

  1. adding some sort of health bar to Wind Wall -- this would allow the enemy team to try to burst through it instead of being completely helpless.
  2. making a mini-game out of his passive shield (activates when damaged while facing away from an enemy, which could allow for healthier trading in lane, as well as fit his theme of wanderer)

3 Comments

HalcyonDweller1 votes

Here's an example to start us off -- I saw a post a while back by a Yasuo Main who suggested some very cool ways to add interaction to Yasuo's kit while also making him more fun thematically. Their suggestions included:

  1. adding some sort of health bar to Wind Wall -- this would allow the enemy team to try to burst through it instead of being completely helpless.
  2. making a mini-game out of his passive shield (activates when damaged while facing away from an enemy, which could allow for healthier trading in lane, as well as fit his theme of wanderer)

My personal suggestion for Yasuo would be to be to make Wind Wall interact differently with Ultimates. Reason: it is very frustrating for players to have their game-changing ultimate ability be wasted and put on cooldown by a non-ultimate ability with only a short cooldown.

Simplest solution that would remove a lot of edge cases is make the hitbox for it vs ultimates only a small space in the center of the Wind wall, this would prevent things like Nami-ultimates getting stopped even if the edge of the wave hits the edge of the wind wall. Something harder, but much cooler would be to make it only cancel the part of the ultimate that hits wind wall (like how Miss Fortune's Ultimate allows tanks to block her bullets from reaching some of the ability's AoE).

MisterHealYoGirl1 votes

The first one that comes to mind for me is Evelynn; her current kit is very thematically bizarre and exists in a way that CANNOT be allowed to be strong. I'll go point by point.

In theory, Eve is supposed to be a shadowy temptress who kills those who she ensnares, but in game, that's not what she is at all. She's invisible all the time (a very odd idea for a seductress), and completely unsubtle in combat: she runs right at you while impaling you constantly and clawing at your face.

Her gameplay is problematic because all of her abilities are point and click (unless you count her ult, which is a technically skillshot in the most literal sense); this isn't an issue on its own (Vladimir, Pantheon, and others are in the same boat), but then it comes to her passive. Limitless free stealth is simply so strong that it consumes an enormous portion of her power budget, and so her other skills really have to pay the price. She can't have burst (nobody wants continuous Rengar ult), so she usually plays as an AoE damage tank, but there are other champions who do that a lot better (coughDariuscough), and this build wastes the stealth that contains so much of her power. It's also completely out of character; why is a stealthy seductress trying to get all up in your face and absorb all your damage?

Evelynn's theme wants her to be an assassin/mage; in all honesty, it wants her to be Ahri. In order to keep her okay to keep her stealthy angle, but the passive will definitely have to go. Too much of her power is invested in it, and if she's going to be a viable assassin, she can't have that kind of power drain.

Obviously, I don't work for champion design, but if I had to rework Evelynn, I'd probably do something like this.

Passive: Love Is Blind Whenever Evelynn hits an enemy with an ability, that unit loses vision of her for one second. (They cannot see her with wards, their own vision, minions, or towers.) This is not stealth, and so is not countered by true sight. Other enemies can still see her but this vision is not shared with the blinded enemy. This ability will drop minion aggro (although not tower aggro, since none of her abilities work on towers). Enemy champions hit by Evelynn's abiltiies are immune to the passive for two seconds.

Q Death's Kiss Evelynn fires a linear colliding skillshot that deals 80/110/140/170/200 (+50% AP). This ability deals 50% increased damage to champions affected by Love Is Blind.

W Siren Song Evelynn deals 50/70/90/110/130 (+60% AP) damage to each enemy unit in a small radius around her. Enemies affected by Love Is Blind are charmed for .5/.75/1/1.25/1.5 seconds.

E Widowmaker Evelynn's next basic attack deals magic damage equal to 6/7/8/9/10% of its target's missing health to all enemy units near his target.

R Love-Hate Relationship Passive: Evelynn recieves 30/40/50% increased movement speed towards enemies affected by Love Is Blind. Active: Evelynn marks a target. For the next 9 seconds, Evelynn deals 20/25/30% increased damage to that target and takes 40/45/50% reduced damage and crowd control duration from other non-tower sources.

The passive takes her somewhat oppressive passive and puts it into a more combat-oriented stealth mechanic, bringing it into a more subtle style. Death's Kiss is a very straightforward damage spell, but the interaction with her passive makes it more interesting; do you Q first for the crowd control or W first for the extra damage? You could also run the risk of trying to get into melee range, applying the passive with the E to get both the extra damage and CC from the W and Q. The ult is a less irritating version of Poppy's ultimate (which is soon to be an empty niche, hooray!); it's the assassin-y bit of her kit without all the trolly tower-diving and impossible-to-killiness that it brings with it. Anyway, this is just something I came up with for fun.

HalcyonDweller1 votes

Hi there, I'm sorry I got wrapped up in hw projects this weekend and did not check often enough! I like your idea, seems well reasoned, I'd quote it in the post above but we are the only two to comment on the post so far, so there's not anything really burying your comment from being at the top. Hopefully a few Red's saw this :)

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