Shaco nerfs are too harsh
I main Shaco, and don't think he is currently that strong.
I do not understand the philosophy behind nor the implementation of the PBE changes to Shaco. Here is what Riot said about the Shaco mini rework:
> Shaco could use a lot of love, enough that we can’t solve all of his problems as part of a class update. However, that’s no reason to ignore The Demon Jester. Shaco has always been known for his niche combat tricks, but we want to make those feel more relevant in teamfights and skirmishes. With that being said, his early game ganks need to be toned down. Shaco players should feel good about tricking their opponents, rather than merely appearing out of nowhere at level 3 and ruining their lane.
TL;DR - The mission is to tone down Shaco's early ganks and improve his teamfighting/skirmishing.
In implementation they nerfed Shaco at every stage of the game.
Passive - Backstab
Old
- 20% bonus damage when striking from behind
New
- 120-145% minicrits when striking from behind (scaling by level)
- 3s Cooldown (modified by cdr)
- 200% minicrit on monsters
- Does not work with E
Analysis - Complete nerf at every stage of the game, for every build of shaco. AP - Nerfed because it doesnt apply to E AD - Nerfed at level 1 because it essentially adds a 3s cd, nerfed at every other stage of the game because it replace's Q's crit scaling with a smaller crit %. Hybrid - Nerf because Hybrid relies on E and the new Q scaling for damage, but E will not benefit from 20% backstab damage and had its ratio's cut.
Q - Deceive
Old
- Shaco Becomes stealthed for 3.5s, first attack during or soon after stealth deals a 140/160/180/200/220% dmg crit.
New
- Shaco Becomes Invisible for 1.5/2.25/3/3.75/4.5
- Cooldown increased to 14 seconds from 11 seconds
- Mana cost changed to 60 from 90/80/70/60/50
- 20/35/50/65/80 (+100% total AD)(+50% AP)
- Attacking during or shortly after invisibility will reduce Deceive's CD by 2.5 seconds
Analysis - Complete nerf at every stage of the game for AD Shaco, slight buff for AP Shaco, and hybrid Shaco is garbage.
- The Invisibility time now will not be equivalent with Live Shaco until 4 points which is level 7 at earliest.
- This Invisibility change nerfs Shaco's early game as intended by the philosophy.
- The CD was increased by 3 seconds, but can be reduced by 2.5s (so its only a .5s nerf) IF shaco lands an attack. This is a nerf to all shaco play styles as it just generally means less survivability from Q (its main purpose).
- Shaco always had mana problems, so the mana cost reduction is nice.
AD - Nerfed pure and simple. This change adds roughly 15 dmg per point to an ALL IN attack which leaves Shaco with no means of escape, but removes its crit scaling. This is 100% a nerf at every stage of the game, and gets worse in the late game. Remember that the 100% AD it mentions is not 100% more Attack Damage added to your next attack, it's literally just saying it's going to do your current AD PLUS 20 (at lvl1).
AP - I'm going to say this is a nerf at every stage. Early, AP Shaco relies on stealth to survive which got nerfed. Late, an AP Shaco will have enough AP to make a .5 scaling outscale the basedmg crit/backstab increase of old shaco's Q and Passive. (220% dmg on 117.08 base damage was 258 dmg +20% lost from old passive =308 total , this means that 117 base dmg + 145% new backstab crit = 170 dmg, which means that AP shaco has to have at least 276 AP before it does more damage than a completely itemless level 18 shaco on live). **Unfortunately an AP Shaco now has the choice between two poorly scaling abilities early game, neither of which has good base damage (Q and E). **
Hybrid - Maybe a buff, but there are really only like two hybrid items and I don't think Riot really intends to build this playstyle beyond Jax.
W - Jack in the box
Old
- 60s Stealthed duration
- 0.5/0.75/1/1.25/1.5 fear when popped
- Fires for 5s when popped
New
- +1s STEALTHED duration per 20AP
- Health scales with Shaco's level
- Can not be stacked
- Can be placed from stealth but gives away Shaco's position
Analysis - Nerf for jungle shaco, buff for team fights
Jungle - No stacking means worse jungle starts, death bushes, and no double boxes to stop dashes. Also was a way to make sure a "hive" of boxes got some shots off before dying, hopefully health scaling will help. Unfortunately, health scaling means they start out weaker, and objectives like dragon can not be tanked by boxes until much later. Dropping boxes in stealth is a gimmick because it gives away Shaco's position anyway. Everyone will react as if you had just become visible anyway. Duration increase is nearly meaningless?
Team fights - Health scaling helps, the rest doesn't matter. Removal of stacking is a slight nerf.
E - Two Shiv Poison
Old
- Slows movement by 10/15/20/25/30%
- Slows monster attack by 20/22.5/25/27.5/30%
- 50-210 (+100% AP) (+100% Bonus AD)
New
- 5/35/65/95/125 (+90% AP) (+85% total AD) + [3-8% of target's missing health]
- Slows movement by 20/22.5/25/27.5/30%
Analysis - Nerf at every stage of the game for every build of Shaco. Removal from backstab passive is a straight 20% situational damage nerf, regardless of build. Moving on from that, let's consider the new damage / scaling. Removal of monster attack speed slow will likely be balanced by health scaling in the later game, but clears aren't a problem then any way, and box survivability has gone down early (when it is needed most)
at rank 1, a target would have to be missing 1500 HP to match the same damage as the old one. at rank 5, a target would have to be missing 1062.5 HP to match the same damage as the old one, BUT WAIT! Don't forget about the 15% AD nerf, and 10% AP nerf to scaling. Couple this with the fact that Q is "Meant" to be leveled up first, and that means this will be getting maxed around the late game. This means that for the losses in AP/AD scaling, your target will likely still have to be missing around 1500 HP to make up for the last damage. If anyone argues that Shaco is meant to be played hybrid now, realize that this is a bigger nerf to Hybrid Shaco than any of his other changes can make up for.
R - Hallucinate
Got a Meme. A useless, useless meme. AI changes might help. ?
So in conclusion:
Passive - Massive Nerf Q - Nerf W - Nerf E - Huge Nerf R - Memed
I think these are all just numbers tweaks, but it needs to be fixed before the patch is released. This is too much, and Shaco will be too weak if this goes live.
+
.
seem mandatory
is already a build i use on many mobile spell based characters who can off-meta adc with mixed damage and dont care about attack speed too much
this build makes them "viable enough" to compete by taking advantage of adding burst to their normal spell rotations with the IE CRit statik proc spellblade shotgun effect.
after our core. overshooting our cdr a little bit, but sealing the deal on anyone with multiple escapes
Is the way to go, and it's really strong.