Riot, you just did a great little update to Ashe - Could you do the same for WW?

DeusVult··3 votes·412 views

You "updated" Ashe based upon her passive, but it turned out that you touched up most of her outdated kit. The only major change was to her Q, and how her old Q is now her passive.

You changed her passive to an on-hit slow, gave her permacrit to slowed targets, but took away her actual crit chance. You gave her a steroid on Q, with a bigger active steroid, and then gave her QoL improvements on her W and E.

Ashe is still very similar to what she has always been; a utility ADC that can provide stuns/slows and vision for scouting. But now she actually looks like someone that can bring power to the table too.

So, I ask you to look into doing something similar to one of league's other old standbys; Warwick, the original king of the jungle. His kit is very straightforward, his niche is very precise; a drain-tank that can heal through a ton if he can land attacks on people. But, since S1, he has been mediocre, and since this past preseason when item 3718 made him OP AF, he has become even less of an actual pick. His ult makes him far too consistent; he almost guarantees kills on a gank when it is up, but doesnt do much else when it is down.

So could you look into giving him a much needed update? IMO, he doesnt need one on the scale of Poppy or Urgot, just one to update his strengths, while taking away from some of the free power that exists in many of the older champs of league. (point and click CC)

IMO, this is what I would love to see as an avid Warwick player;

Passive: AAs deal 2% of targets max health as magic damage and heal Warwick for 7-25 (based on champ level). Each time this passive is procced, Warwick gains a stack of Eternal Thirst, up to 10 stacks. Each stack increases Warwick's self-healing, health regeneration, lifesteal and spell vamp by 10%. Stacks fall off one at a time after 1.8 seconds. Credit to the great ZenonTheStoic for the main idea of this passive which I have slightly modified.

Warwick is an on-hit champ; always has been. He deals with single targets, not multiple. And he is known for his healing, being able to disappear for a second and come back at full health by doing wolves. This keeps his on-hit tendencies, gives him decent damage, and allows him to become a drain tank, IF he can keep up his stacks. Thereby giving opponents counterplay. If he can't fight anything, you can kill him pretty easily, but if you don't stop him, then he can heal up most of your damage by hittting you/someone else. The passive would have to have a monster cap to stop him from solo speeding through Drag/Baron.

Q - Hungering Strikes: Double-attack a nearby enemy target. Deals a total of 80/110/140/170/200 + 0.6 AP magic damage, but does proc on-hits twice. Additionally, passive healing from this spell is further increased by 60/70/80/90/100%. Range 350 CD 9/8/7/6/5 Mana cost 40/45/50/55/60

Warwick bread and butter skill. It allows him to 1v1, and deal any meaningful damage beyond right-clicking. And what does the increased healing do? At 10 stacks you'd get 200% base heal from each proc for a total of 400% of the stated value, which means 200 per Q at level 18. That is before item 3065 or Second Wind Mastery (although these stack multiplicatively). Again, Credit to ZenonTheStoic

W - Howl - AoE slow that gives temporary attack speed based on number of enemy champs/monsters hit. Slows for 30/35/40/45/50% for 2.25 seconds. For every enemy champ or neutral monster hit, Warwick gains 8/10/12/14/16% AS for 5 seconds (max 5 stacks) Range 375 CD 13/12/11/10/9 Mana Cost - 60/65/70/75/80

Warwick's main utility spell. Deals no damage, but allows him to gank pre-6 and gives him clear speed in the jungle, but is only sustainable if he has blue. Also grants him great strength if he somehow lands a 5-man W in a teamfight. However, he loses the on demand steroid that he used to take towers/drags and the free power of giving his team/ADC 40% increased AS for 5 seconds for being anywhere near him.

E - Blood Scent/Leap (placeholder) - Passive: Warwick gains vision of enemy champs, large and epic monsters below 50% health that are within range (2500/3000/3500/4000/4500). He gains an Orianna style ball indicator under his feet toward the nearest revealed target. While in range, Warwick gains 20/25/30/35/40% increased move speed while moving towards the marked target. Enemy champs marked are not aware that Warwick has marked them, but a howl will be heard globally if he is in range and visible to the enemy team. Active: Warwick Dashes towards his target, dealing magic damage. If his target is below 50% health, the cooldown on Leap is reduced by half. Magic Damage - 60/100/140/180/220 + 0.3 AP + 8% Bonus Health. Range: 625 CD - 18/17/16/15/14 seconds. Mana Cost: 60 flat.

Warwick a simple gapcloser. Deals damage, has moderate range, only usable on targets. Best if used as a reengage on targets that are low on health instead of as an engage. Still has his old E passive, but with QoL updates. If you think that this would make Warwick OP because of his ult, well it would. Because his current ult is cancer. So, continue, and you will see how it has changed.

R - Infinite Duress: Warwick ravages target enemy champion, dealing magic damage over a series of strikes and stunning them for the duration. Number of Strikes: 4/5/6 Damage per strike: 50/65/80 + 0.4 Bonus AD Total Damage: 200/325/480 + 2.0 Bonus AD (magic damage) Range: 350 Stun Duration - 1.75/2/2.25 seconds CD: 90/80/70 Mana Cost: 100

Warwick loses his BS ult which was an instant teleport CC that couldn't be cleansed and wasn't telegraphed in anyway. It had range longer than any ADC except higher level Tristana, and anyone out of position would instantly be dead with a coordinated team. Now, instead Warwick has to get into range, use his gapcloser, which is no longer instant, and then use ult on his target, who has time to escape. But he is no longer also CC'd as well for the time being. He gets a nuke stun for his ult, but now it has counterplay.

Other than adding 1 small animation for his new E active, it really doesn't change Warwick or his play style all that much. It just takes what are his current skills and moves around some power, while erasing some of the older BS that was in his kit (AoE AS steroid, teleport ult, running away from everything with E passive, etc)

Riot, pls. I've waited so long for A Time for Wolves

3 Comments

LilxPaprika1 votes

I like the q interaction with his passive. I like when skills intermesh sort to speak feels more thought out. Idk I kind of like the high mana cost on his q. Or just the idea that his kit is sort of gated by high mana costs. Since he's auto based even if he runs out he isn't all that affected, he can always just rely on auto attacks to finish someone off. And thanks to his passive he can always get some mana back.

You'll facepalm for what your about to read.. but I played a game with muramana today with him. Apart from the fact that it took to 30 minutes to stack it, it was really strong on him. If it was easier to stack it would be a staple on him. I chunked their ad carry for half her HP when I ulted with a full mana bar. Was pretty crazy.

DeusVult1 votes

Manamura is what you said it is

Its great on warwick when fully stacked, it just takes him FOREVER to stack it

plus, since the only AD ratios that he has are on his ult which deals magic damage, it feels wierd

They would probably also increase his mana regen and base mana pools, since right now they are both terrible because of lanewick and his current Q

DeusVult1 votes

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