My Idea for a Shyvana Rework
DISCLAIMER Okay... I have been afraid to do this, because people are quite judgemental on these kind of things. So before you bother reading the rework idea. Note that it is just an idea, it isn't rounded out through beta testing, it isn't balanced by a professional balance team, it isn't even in its absolute form. It is JUST an idea. And it is mostly to spark a conversation among Shyvana players on what can be done with her. So instead of just downvoting and moving on. If you don't like something, like something, or have a different idea, share it below so we can all see it!
I also claim by no means to be an expert at LoL. Period. This is my views as somebody who loves the character, on what would make her more fun. As this is an actual rework idea, it is separate from my other post about Shyvana QoL changes. You can find that here: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/jh8FpIVR-shyvana-qol-buffs-bug-fixes-and-visual-changes-list
So... let's get into it.
Visually: Obviously a rework would include new visuals. I will describe each ability to the best of my ability. For her model, I already mentioned in my other post, it needs to match her new artwork. It is out of date and honestly a bit goofy looking. Here is a fan concept I find lovely. http://orig03.deviantart.net/3442/f/2014/353/e/d/_wip_5__shyvana_the_half_dragon_by_yuliuskrisna-d8agh9y.jpg
Passive: Dragonborn Shyvana gains 2/3/4/5% damage reduction from her naturally toughened body, this increases with her Fury to a maximum of 6/8/10% at full Fury. During "Dragon's Descent" Shyvana will instead have 9/12/15% damage reduction.
Reasoning: People have said many times her passive needs to be more interactive. This passive is not only interactive, but post lvl6 is both rewarding to Shyvana, but also gives her enemies counterplay against her. Unlike the static armor and magic resist buff. They know fighting her at full fury she will take a lot less damage. In dragon form she gets an overall boost to it, to prevent dragon form from becoming a negative: "If I use my ult I will lose some of my fury and damage reduction." But immediately AFTER dragon's descent ends, she will be back down to the base 3/4/5% reduction, which will show on a counter above her abilities. This means directly after her ult ends, she will be slightly more vulnerable. This period of weakness as she builds her fury again, will make her a bit more hesitant to just blow her ult every time it is up. It also means she can be coordinated against. If she just used her ult to gank bot. You know she is at her weakest, this is the time to try to counter jungle her.
However making it % damage reduction instead of Armor and Magic resist, does give her some advantages out of it. Namely, it is not affected by penetration or damage type. However baseline the % damage reduction is quite a bit weaker than her current MR and Armor to compensate. 20 armor for example gives a larger reduction against physical damage than 10%, 40 armor even more so. % reduction cannot be penetrated however and works against true damage. But these numbers can be tweaked as needed.
Q: Twin Bite | Cooldown 9/8/7/6/5 Shyvana's next basic attack hits furiously with both her Dragon Gauntlets, striking twice. The second hit deals 60/70/80/90/100% of her total attack damage. Both hits can proc on hit effects and lifesteal. Both hits crit(or do not crit) together. This resets Shyvana's auto attack timer.
During Dragon's Descent: This spell cleaves all targets near the primary target.
VISUAL UPDATE: Twin Bite in human form is mostly fine as it is. However, in Dragon Form it should have more of a visual effect for readability purposes and so our dragon can inspire a little more 'awe'. Perhaps a claw-like effect in the air and a small splash of flame if they are currently affected by her W or E.
Reasoning: All that has changed is that the Q nerfs from Devourer era were partially reverted, but not fully so that we can power budget into other parts of her kit. Changing 40-100% to 60-100%.
W: Burnout | Cooldown 12 Shyvana superheats her body and fire burns out from her in a torrent, dealing damage to all nearby enemies and increasing her movement speed. Targets affected by Burnout will take 5/8/11.25/14.25/17.5+5%AD/2.5%AP magic damage per quarter second while in the effect. Shyvana's basic attacks against affected targets will deal a bonus 5/8/11.25/14.25/17.5+5%AD/2.5%AP magic damage on hit. During Burnout, Shyvana's movement speed will be increased by 30/35/40/45/50% decaying over it's duration. Burnout lasts for 3 seconds, but basic attacks increase the duration by 1 second up to a maximum total duration of 7 seconds.
During Dragon's Descent: Shyvana also scorches the earth where she walks, leaving a trail of fire for 5 seconds that continually deals the same magic damage per second to enemies that pass over it.
VISUAL UPDATE: The flames both on around Shyvana and on the ground in her 'path of devastation' need to be more impressive. It's a damn half dragon, it needs to feel like she is burning everything in her path.
Reasoning: Mostly unchanged, bonus damage to monsters was removed, the nerfs revert on her Q and other strengths in her kit will compensate her. Her total clear might still slow down a little, but we are adding more overall power so that is fine. A champion's identity shouldn't be "They farm fast then beat you with their gold advantage". The faster ticks on burnout are well... for comfort, almost all DoT abilities should be moving towards this anyway. She will still have fast clear, and I have plans you will see later on that may still make her somewhat a gold advantage champion, but it will be more fun ;D and dragony.
E: Flame Breath | Cooldown 12/11/10/9/8 | Range 925 Shyvana channels the fire in her blood and unleashes a burst of fire in a straight line. On impact with an enemy champion it deals 40/75/110/145/180+70%AP/35% AD as magic damage. This marks the target for 5 seconds, basic attacks against marked targets deal 1/1.5/2/2.5/3% of the targets maximum HP as magic damage. This ability deals it's damage to minions and monsters it passes through, marking them. But stops at the first champion hit.
During Dragon's Descent: Shyvana spews forth a plume of fire in a cone in front of her, with slightly longer range(1000) which deals the base damage of the ability but also ignites all targets caught in her flame, burning them for an additional 20/30/40/50/60+10%AD/5%AP over 3 seconds. No longer stops at the first champion hit.
VISUAL UPDATE: Now will be a conical plume of fire in dragon form, rather than just 5 of her basic projectiles. Base form projectile will now fizzle at max range rather than just awkwardly vanish. Targets ignited by Flame Breath will appear to be on fire during the DoT.
Reasoning: This is a nerf and buff. The base damage on Flame Breath is being nerfed, but an AD scaling is added, so if not buying AD the damage is about the same. Also the early game dueling power was nerfed by a lot(1.5% max HP damage) the max rank damage was buffed a little(.5%). This will make her less overbearing to fight in the jungle early game, but along with the added AD scaling will help her scale better late game. The ability also now may only hit one champion while in human form, though it will still strike multiple monsters/minions. In dragon form it has now become one of her strongest abilities, making a dragon breathing fire more impactful. It gets it's base damage boosted to original values plus even more AD and AP scaling through the burn, as well as hitting in AoE and gaining range. Finally! A reward for turning into a dragon beyond AoE and resistances! Because of the AD scaling, in both human and dragon form this ability will deal slightly more total damage on impact, though only to one champion in human form, making it good for trading in top lane, eh eh? ;D But with the %HP damage lowered early game it will be less OP early game for jungle clear and jungle dueling, this helps compensate the buff to her Q. Both will make buying AD on her a little more effective as her Q scales slightly better in early levels and her E now has scaling for AD. To give her more options than just building On Hit damage or On Hit tank. By making it flat out stronger in dragon form, it now is an impressive ability that actually feels impactful.
R: Dragon's Descent | Requires 100 Fury | No Cooldown | Range 1000 | Width 175 Passive Fury: While in human form, Shyvana passively generates Fury every second. In both forms, her basic attacks also each generate 2 Fury. Passive Fury Generation 1/1.5/2 per second.
Active Transformation: Shyvana transforms into a dragon and dashes to the target location, carrying all enemies she runs through towards her destination and dealing 150/250/350+70%AP Magic damage to them. If she lands directly on top of an enemy it also deals an additional 30/40/50+10%Bonus AD in physical damage and stuns them for .5 seconds. Shyvana becomes Unstoppable during her leap, but will suffer any Crowd Control that hits her at the end of the leap instead.
During her transformation Shyvana gains Bonus Attack Range(175) and her passive damage reduction is maxed out until it ends.
VISUAL UPDATE: Mostly unchanged other than model and texture updates. Perhaps make the transformation a bit more epic looking.
Reasoning: The base damage was nerfed, even if you land directly on the target. Though a very brief stun was added if you land directly on them, the damage was made hybrid to match her hybrid damage design, and she is now unstoppable during the leap just like Sion, Vi, Kled, Hecarim, Malphite, Nocturne and others. Other than that it remains unchanged. Rewarding her for landing directly on the target with a brief stun and bonus physical damage, gives more incentive to use this to engage, rather than just run away. Between this and her new passive, Shyvana players might be more hesitant to leap over a wall every time trouble nears. However, they aren't prevented from doing so, it is just more rewarding now to engage with dragon form. And now that it is unstoppable, it is more reliable for that.
TOO LONG DIDN'T READ Passive: % Reduction is stronger than resistances, but it is low when her fury is low. Makes her weak right after her ult transformation ends, strong at full fury and during ult transformation.
Q: Buffed to nearly pre-devourer levels, visuals updated.
W: Unchanged other than tick rate and visuals.
E: AD ratio added, now hits only one champion in human form, on impact damage buffed, dragon form adds burn, %HP lowered early game, barely higher max rank. Visuals updated.
R: Now unstoppable, damage nerfed especially if not landing directly on the target, damage made hybrid, tiny stun added if landing directly on target.
Potential Dragon Minigame I considered an idea, though I don't know how reasonable it would be, that would make Shyvana more focused on counter jungling, which is one of her purposes. But I also wouldn't want to dampen her ability to play top again someday. But I thought of a "Dragon's Loot" or "Dragon's Stash" minigame. Where taking enemy jungle camps or killing an enemy who has 'smite' in their own jungle, gives Shyvana a small amount of bonus gold. And also has a counter for how much gold she has 'denied' the enemy jungler, or how much bonus gold she got from their camps. But... I didn't know how to fit it in. this is the fun little idea I had to make her still about gold advantage. Because you know... dragons... gold... Thoughts?
Summary This rework is focused on making Shyvana's ult a bit more impactful and her fury more interactive, so that she will be wiser how she uses them in game instead of just burning her ult on cooldown for the escape leap. It rewards good use of her ult, and rewards landing her E as it now will deal slightly more damage on impact. It also reverts the awful Q nerfs that were to counteract Devourer, an item that no longer exists. In exchange her ult damage will be slightly lower, her % HP damage will be lower early game, and her tankiness will be weaker when she is low on fury. It gives her windows of strength and weakness. It makes using her ult as an escape a last ditch option. And overall makes her a bit more interactive of a champion.
Will it make her imbalanced? Probably, like any rework or new champion, she would likely experience a phase of being too strong or too weak. This will be ironed out in tuning numbers.
Do you like the idea? Do you dislike it? Do you have additions or your own ideas? Comment below! I am interested in having a conversation about this. Any thoughts are welcome, just keep it civil and too the point.
and
could get a rework at the same time since they are ''similar'' and don't need HUGE changes (maybe
won't that make her take almost 30% less damage against one champion ? That seems too strong