Some changes I wanna see
CHAMPIONS
- W Yordle Snap Trap: If the 7.16 nerfs aren't enough, perhaps consider lowering the trap duration from 90s to 60s. Her strength is sieging, as it should be, but currently feels over-tuned, as late game she can get 3 traps every time a minion wave arrives. Therefore reducing the amount of time traps last from 3 minion waves to 2 minion waves is reasonable. Or for neutral objectives, she is effectively able to wall off up to TWO jungle paths, greatly zoning out the enemy. She is a long-ranged marksmen with mobility and CC. Something's gotta give.
- Q Mystic Shot: Ezreal's bread and butter, primary source of damage aside from some basic attacks. But because Ezreal cannot optimally build crit or lethality, this leaves him with only on-hit builds. I propose making his Qs able to crit, whether it be normal 2x crit or a modified crit. Perhaps scaling by crit chance instead of bonus crit damage or add a tiny % armor shred on his W for a little extra help.
- E Test of Spirit: This ability feels cheap and is unfair to play against. The only counter-play to the ability is only while you are 1v1 vs Illaoi, so that you have the chance/option to damage her in order to prevent becoming a vessel. If Illaoi is grouped up and yanks your spirit, you can say goodbye to 1/3 to 1/2 of your health bar from one non-ultimate ability; and you can't fight back because then you AND your spirit will take damage (essentially 1.5x damage with E maxed). It's Catch 22. If you leave the zone and become a vessel, you have to dodge her tentacles and by the time they despawn, her E is up and ready again. Your best hope is to be ahead of the Illaoi and pull her into a sidelane instead of her grouping.
- I'd like to see either a current % or missing % HP damage on ult. Perhaps the former since if you become shadow assassin, with the passive reproc, the execute damage would be unnecessary and redundant. The damage on the ult still seems weak unless that is the purpose of assassinate update, giving enemy more time to counter. Just my 2 cents.
- P Sap Magic: The heal feels very strong at all points in the game (even in lane), especially mid-late game when he can get multiple procs off in a fight. Would like to see either the base heal removed or the % heal nerfed. Getting large heals is very strong when you are a tank, regaining a lot of eHP.
ITEMS
- Wouldn't mind seeing a small buff on the passive for a higher gold cost. Buffing the base MS would just make it OP again but buffing it vs slows would be nice since the boots themselves don't offer any offense or defense.
- Good item, probably a little too good. Most tanks are comfortable sitting on this component and upgrade later, which is unusual behavior in League of Legends. Most players would like to upgrade their component into a complete item ASAP but many are content with BV. Or perhaps Thornmail needs an incentive to be finished.
- I kinda wish to see the grievous wounds only applied via basic attacks and not just physical damage in general (AA + abilities) like the Bramble Vest above. This item alone hurts drain-tanks a lot for only 800g. 3 seconds is a long time as opposed to only 1 second and AA based for bramble. By using abilities, you don't even have to be in basic attack range to use its effect, which I feel should be required.
- I would like to see this item more anti-magic. Unless you are using the active to push bot lane while your team contests Baron, the ideal scenario to buy this item is vs heavy magic damage team comp, so that the active will be useful. But it gives twice as much armor as it does MR, which makes it weird to buy. The armor is only helpful vs physical damage but the active prevents magic damage on promoted minion which makes it confusing when you want to buy the item. Swap the Armor/MR numbers.
- It's arguably in a good spot, but I would prefer the recipe/build path to be changed; replacing
with
. Maybe players like having the 10% CDR on both components and maybe they value the attack speed over on-hit damage but the latter could arguably be just as useful. Personally, I prefer the on-hit damage to be on a component, not something to be gained by buying the finished product. I could be wrong and maybe it's fine but maybe something to think about. Also, new icon please instead of a recolored Stinger :)
- The lightning proc is meant for burst/poke but the marksmen who buy Shiv also buy
, they are getting faster Shiv procs, not to mention the lightning can also crit. This is pretty powerful and I think it should be toned down, just a bit. Although not every marksmen likes the energized build, these in tandem are a force to be reckoned with and warrants being looked at.