About Anivia's RE

Navla·11/24/2016, 7:29:58 AM·8 votes·1,475 views

I understand how Anivia's RE is unfair and deviate her game-plays from what she is designed for. While her god-tier potential zoning capacity (what she designed for) got even better after the 6.23 changes, the cost and benefits do not balance out in the current meta (where high-mobility champs roam free and slow/cc resistances are powerful). The removal of RE instant burst generally prevents Anivia from reaching her intended potential. Even with the existence of RE combo, her weaknesses were already prevalent and easy to abuse.

  • Low mobility (slowest champ in game) -Slow skill shot as a critical initiation/retaliation tool (Q) -Slow animation and distinct auto animation -She has mediocre range for a mage, and a terrible one for a low mobility mage (off-set by powerful zone controls but that's situational) -Long cd, but would still prefer health and mana items over cdr items due to abysmal base values -Require intensive team-fight understanding to maximize usage of W and R -Rely on base damage (really good base damage though) for early game due to mana constraints, this means she can be terribly screwed by early MR purchases. -Require extensive understandings of ally's and foe's team composition to pick. (More so than other mid laners) -Many more I might have missed, but my point is that **she is a hard champion with plenty off-sets already ** (now become even harder, I say too hard)

Traditionally, RE combo exists so that Anivia have enough consistent pressure against divers and enemy laners. It was a mechanism to ensure Anivia can reach the point where she can do what she is unique for (Godly zone controls with arrays of massive DPS and frequent bursts). With the 6.23 adjustments, Anivia's zone controls got even more powerful; however, she now lacks a reliable way to win lane and properly reward _decent _Anivia players' acumen. Even though her potentials got better, I see her becoming a worst champion (for myself at least) because her potentials now become largely inaccessible. While I do not know, frankly, how the removal will affect high-level/professional play. However, it is clear that 6.23 has bought her skillcap way above and beyond that of a recreational Anivia player like myself.

I am not just here to complain. Despite all i have said, i acknowledge RE as very problematic. On the other hand, I see the changes bought forth in 6.23 lack efficacy (unless making Anivia very situational and hardly playable to low-level players were the intentions). I hereby offer a suggestion.

I believe Anivia's E should conditionally be a skill-shot or a targeted spell based on the chill status of the target (Think Urgot's Q an d E interactions, but on a much shorter range). E would fire as a avoidable skill shot and still do bonus damage to enemies affected by her uncharged R. E would fire as a targeted spell (like now) to enemies affected by her Q and charged R.

Here are why I think my proposal is at least considerable. -Give some power and safety back to her laning phrase. A playable laning phrase ensures that her other unique potentials can be utilized later in game, right now I think this is too hard. -Make assassins and divers fear her "more" again. Right now she is often miss-Q or die against divers/assassins. And Q needs to have long cd and is already extremely slow and easy to dodge. -Instant RE now can be counter-played in lane and team-fights while can induce similar impacts but require more skills. -Not too OP in team-fights. Tanks can block for squishies, RE 100-0 should only happen to squishies, tankies should die to her zones and dps instead.

While I acknowledge instant RE is problematic, I argue that the 6.23 changes were not effective for the following 3 reasons. 1) She already has plenty of obvious and distinct weaknesses. 2) Her currently conditions makes it hard to utilize her unique but immense potential. 3) She is now made TOO situational in the game and TOO difficult for low-level players. I welcome comments and criticism regarding my proposal, but I ask for constructive and critical ones. I also hope that my proposal would get Riot's attention hopefully. i am typing this because I have a personal passion for playing Anivia and I hope that my effort here would ameliorate Anivia (not just make her too op or up, but become a better, playable and balanced champ). Thank you for reading :)

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10 Comments

1 800 Top Lane11/24/2016, 7:32:31 AM5 votes

Did they really nerf Anivia?

Like where the fuck was that even on the priority list.

Anivia has been fine for years, now they're just winging shit into the fan and seeing what happens.

Divewing11/24/2016, 7:43:20 AM4 votes

Good luck. Riot seems to make a habit of sticking with changes they've made, even if they are the wrong ones, then if the champion is still problematic, they will simply do something on another part of the kit (see kassadin, Azir, kalista, sejuani, sion, and many more, and it looks like the aren't stopping, because that's the way Syndra seems to be heading). Basically youre saying RE combo went from 0 counterplay to too much (in a crude sentence)? If you turn out to be right, and riot decides to buff anivia, itll probably go like this: "We realised we overdid the anivia nerfs, so we are instead going to be putting a bit more power back into her. So Q now has +100 range. That solves the problem right?" :| I know because theyve done that to Azir 3 times now

Navla11/24/2016, 9:20:57 AM3 votes

it feels like the reading is intimidating lots of people :P

RavenMagus11/24/2016, 2:00:57 PM1 votes

I think the changes in the last patch were actually pretty good in theory. Anivia was basically impossible to lane against once she got 6 - she's either clearing the wave or chunking you for half your hp with instant point-and-click if you dared get near her at all. Both the MYMU and the last patch were aimed at stopping that sort of toxic behavior, though of course she's lost power with it.

I think mechanically this has been a step in the right direction for her, but I'd love to see some of her other power given back to her - reverting the E damage nerf, at the least, since you can't instant cast it with ult anymore.

Requiemsfire11/24/2016, 2:10:54 PM1 votes

It's hard to justify picking Anivia now over the likes of Viktor given that he is also decent at zone control, wave clear, better laning, deals burst damage, can instagib squishies better than pre-6.23 Anivia could. Now she offers nothing until the mid-late game where team fights are breaking out. Furthermore she is now far more vulnerable to hre counters in lane than before as her level 6 power spike pales in comparison to literally every mid laner.

Sire Hippington11/24/2016, 2:49:14 PM1 votes

I don't think it's neccesary to meddle with her E that much. A bit higher base stats and lower cd on the ult so you can keep up with moveing fights would already go a long way. Especially 5-10 more base ms for the bird would be sweet. Other options would be adding a 1.5-2.5sec grounded debuff to her E or increasing the aoe of the ult.

Skias11/24/2016, 6:11:28 PM1 votes

I've been playing Anivia since I started the game and I actually think she's stronger now if you know how to use your wall and R properly. The lower cook time on her ult is devastating. I played her post "nerf" and rolled my opponents easier than before. Her skill ceiling definitely got higher as you have to hesitate on your E a moment longer before firing. But I can still easily poke with R E as though nothing changed.

If you are experienced with her and can use her wall, this is a net buff to her DPS because of how fast that ult cooks and the shorter CD on wall.

Ive got mastery 7 with her and I've consistently kept a win rating above 60% with her. She's still crazy good.

Ryuyah11/24/2016, 6:19:26 PM1 votes

I have to disagree.

The E->R combo was much worse.

The E has a slow travel time, which made it possible to press E, then R where your target stood to get a guarenteed double damage E. This is fixed in 6.23.

She has counterplay. That's fine.

I don't understand the laning phase part. She still procs her bonus damage off of the stun and the fully charged ult (which only needs 1.5 seconds instead of 3)

IMO your change would be a bad change because instead of point and clicking a champ to poke them, you have to land a skillshot to poke and it could also be bodyblocked

1 is a good thing, no clear weaknesses makes for a really annoying champion. 2 is fine, there should be easy to learn champs and hard to learn champs I have to disagree with 3; I don;t think she is too difficult or too situational.