Proposed changes, explanations and formulas for Ekko.

Dracoliat·5/31/2015, 8:41:24 AM·1 votes·891 views

Ladies and Gentlemen, I like many of you love to play Ekko. However I both hate some things about either his kit, and his ratio's so I drew up some quick examples of what might be good changes in a future patch. I appreciate any feedback of course. Tell me if you think the changes are too much, or too little, or of course just right. Please don't forget to tell me why. I don't pretend to know everything about how to buff or nerf champions but this is just a rough draft i drew together in what I think would be a few good beginning step's.

Changes Summary 1: passive- Z-Drive Resonance (Remove the damage done, as the slow or speed up is plenty) 2:Q- Timewinder(_Decrease the ratio to 15% AP outgoing, 30% AP incoming. Decrease base damage 40/55/70/95/110 outgoing. incoming base damage unchanged. decrease slow to 12/19/26/33/40% _ 3:W- Parallel Convergence(Passive:changed AP ratio basic attacks deal 3%(+1.0% per 100 AP) as bonus magic damage, cap VS minions/monsters unchanged, to enemies under 30%. Slow unchanged. Stun unchanged. Shield strength ratio changed to 40% AP) 4:E- Phase Dive(Bonus damage changed to 30/60/90/120/150, ratio unchanged. 40% decreased damage to Buildings/Structures.) 5:R- Chronobreak(Damage Ratio's unchanged. Decreased damage by 15% for every enemy champion within range after the first.)

Changes Details

Passive: Z-Drive Resonance Ekko's Passive currently does 15+ 12Ekko's level)+70% AP every third hit as bonus magic damage. Along with a slow of 40/50/60/70/80% for 2/2.5/3 seconds, or the equivalent percent of speed boost on his passive activating on a champion. Now let's do a bit of math. Assume Ekko is Lvl 18 with 0 AP, his passive every third hit does 231 damage before any resistances. now let's assume he has a full build with 800 AP at level 18, not at all an unreasonable amount with current builds on Ekko. 15+(1218)+(0.70*800)=791 extra damage every third hit, plus a speed up of 80% for 3 seconds. For a passive this is an incredible amount of damage for a champion that already has many other ways to inflict extraordinarily high amounts of damage. As such I suggest removing the damage on Ekko's Passive and leaving him with a very very nice speed up or slow depending on the target.

Formulas/values Used: Champion Lvl:18 AP:800 Current: [15+(12*Ekko's Level)+(70% AP) Bonus Damage] [40/50/60/70/80% for 2/2.5/3 Seconds slow on enemies.(Percent speed buff on Ekko on activation upon champion] Proposed: [40/50/60/70/80% for 2/2.5/3 Seconds slow on enemies.(Percent speed buff on Ekko on activation upon champion]

Q: Timewinder Ekko's Q has an extremely high ratio especially for early game where options are more limited in terms of items, builds, or avenues of escape. Outgoing at Lvl 1 it does 60 base damage, incoming is another 60 base damage. Assume that Ekko begins with a dorans ring and ability power runes and ends up with let's say 30 AP to begin. combine the base damage with the 20% AP ratio for outgoing and the 60% for incoming and you are left with the formula 60+(0.2030)+60+(.6030)=144 damage from outgoing and incoming with just 30 AP, and you and I both know 30 AP is not nearly the highest you can realistically start with.By decreasing the ratio's and the damage you can decrease his incredibly strong poke and decrease his late game scaling slightly yet still allowing him strong damage due to the incoming base damage remaining unchanged, and still 30% AP ratio, which is more common among modern day champions.

Formulas/values Used: Champion Lvl:1 AP:30 Current: [60/75/90/105/120+(20% AP)Outgoing in Magic Damage] [60/85/110/135/160+(60% AP)Incoming in Magic Damage] [32/39/46/53/60% Slow] Proposed: [40/55/70/95/110+(15% AP)Outgoing in Magic Damage] [60/85/110/135/160+(30% AP)Incoming in Magic Damage] [12/19/26/33/40% Slow]

W: Parallel Convergence Ekko's W has three parts to it. The first is a passive that does extra damage to a champion that is low health with every strike. The second is a slow. And the third is a stun. The passive of the ability allows him to deal 5% of a champions missing health plus 1.81% per 100 AP as bonus magic damage to enemies with 30% or lower health. Keep in mind this is 5% of their missing health, as they get lower, this ability get's stronger. at 800 AP this passive would be doing 19.48% of their missing health each strike, which is equal to exactly 13.63% of their max hp at exactly 30%, as they get lower the damage increases. After the first strike, ignoring MR theoretically, the passive would do an extra 16.29% of their max hp as bonus damage. keep in mind this is all bonus damage. after the first two hits Ekko has done with this passive at least 29.92% of their max hp as bonus magic damage. Again ignoring MR, this would bring their HP down to just 0.08% of their max hp. if you first procced it when they got to exactly 30%. And that is just the bonus damage it does. Onto the active slow and stun, the slow seems in a good position, a good amount of slow, 40% for those of you unfamiliar with the figures. However along with the passive he gains a shield for 2 seconds which is 150/195/240/285/330 +80% AP. As I've been doing before let's assume Ekko has 800 SP and is Level 18. 330+0.80*800=970. Let me repeat that, 970 hp shield, plus a 2.25 second stun. By halving the shield ratio to 40% AP he would still get a very respectable and powerful 650 hp shield.

Formulas/values Used: Champion Lvl:18 AP:800 Current: [5%+(1.81% per 100 AP) Of targets missing health in Bonus Magic Damage] Proposed: [3%+(1.00% per 100 AP) Of targets missing health in Bonus Magic Damage]

E: Phase Dive Ekko's E requires the least work as it is more balanced than the other abilities in my opinion. However a tweak of it's base damage down to 30/60/90/120/150 would still give him a powerful escape tool while making it a good first strike. However what I have found is his E is very easy to abuse against Towers, Inhibitors, and the Nexus itself. With our Lvl 18 Ekko, 800 AP of course you'd be looking at 170+(0.20*800)=330 bonus magic damage. Again that is Bonus magic damage. This can inflict a ton of damage to towers and Inhibitors in a fraction of a second before he can get out. and without any cooldown reduction at Lvl 18 he could do that every 7 seconds. Thus I propose a 40% decrease of E's damage upon Towers, Inhibitors, or the Nexus.

Formulas/values Used: Champion Lvl:18 AP:800 Current: [50/80/110/140/170+(20.00% AP) In Bonus Magic Damage] Proposed: [30/60/90/120/150+(20.00% AP) In Bonus Magic Damage against non Structures] [(30/60/90/120/150+(20.00% AP)*0.60) In Bonus Magic Damage against Structures]

R: Chronobreak Ekko's R... Ah his ultimate, Chronobreak. This one is the most complicated of all his abilities and the one I suspect will be the hardest to balance out but I have my suggestions to get going in the right direction. First let's take a look at what it does. Currently it inflicts 200/350/500 base magic damage + 130% AP to all surrounding enemies. Not weakening based on the amount of enemies around, but actually inflicting this damage equally whether there is nobody or 5 champs and a group of super minions in the effect area. Here's the Math for our Faithful Ekko at Lvl 18 and 800 AP. 500+(1.30*800)=1540 magic damage to any enemies inside of the abilities range. That's an instant one shot against squishier champs, and a large chunk out of any other champ. Yes it's an ultimate, and it should be able to do a lot like any ult. But the fact it does this kind of damage to every enemy in the radius is a bit strange considering the damage output. Thus I propose keeping the ratio the same and keeping the base damage the same. But decreasing the damage done to champions by 15% for every champion after the first. So if there were 5 enemy champions in range it would do 60% decreased damage to all champions. His heal is well balanced and doesn't need changing.

Formulas/values Used: Champion Lvl:18 AP:800 Current: [200/350/500+(130% AP) In Magic Damage] [100/150/200+(20/25/30% Of health lost in last four seconds+{3.33% per 100 AP Of health lost in last four seconds}) Damage Healed.] Proposed: [(200/350/500+(130% AP)-15/30/45/60% Depending on number of enemy champions in range after the first.) in Magic Damage] [100/150/200+(20/25/30% Of health lost in last four seconds+{3.33% per 100 AP Of health lost in last four seconds}) Damage Healed.]

13 Comments

jDVL20eCYs5/31/2015, 9:45:09 AM1 votes

why spend so much time on a troll post? or are you for real? this was the most bullshit incompetent shit i ever read. i will not be nice to you cause you want this champ to unplayable. you half the damage on q you remove his passive damage you take away so much damage form his w. basically he will do a third of lb damage with you change. if he it every thing perfectly. wihtou his ult. ap soraka dose more damage then him FUCKING SORAKA. MAN THANK GOD RIOT DONT LISTEN TO PEOPEL LIKE YOU

his none ult combo will do

420 plus 85% ratio. rumble q dose 450(150%) and his url is super hard to use for damage and he is keel.

420 plus 85% damage on q e comob. you know what dose that damage? soraka e dose 460 + 80% raito damge. so soraka with broken heal dose more damage then ekko entire none ult comb with just her e? good god

edit: you can never have played ekko

DisasterSola5/31/2015, 9:53:17 AM1 votes

Why would you nerf his Q to oblivion, dude? And his passive? You want him to be bard, with all his damage loaded into a single skill.

Ekko is an assassin. Plain and simple; I think his passive damage should be reduced to 0.35, but thats it.

DrNova5/31/2015, 10:06:51 AM1 votes

Passive - Removing damage from his passive would be extraordinarily bad for Ekko. It is a huge part of his assasiny burst, the main part really. Could be tones down a little for sure, but to remove it would essentially gut him.

Because...

Q - His ratios here are not at all overpowered. most all other mages have higher base damage, and better ratio's, if you dont count the return 60%, which is relatively easy to dogdge the return. Go look through every other Mage Q, and Ekko's is the weakest out of all of them.

Some other Mid Max Q's Orianna - 180 base 50% AP Viegar - 260 base 60% AP, AND gains AP Vlad - 230 base 60% AP AND gains health Xerath - 240 base 75% AP AND tons of range Ahri - 140 base 35% AP/return 280 base 70% AP TRUE damage, and much faster Aniva - 180 base 50% AP AND stuns Vel - 240 base 60% AP Liss - 190 base 65% AP and also a slow LeBlanc - 155 base 40% AP, and repeat is another spell hits while they are marked

To outdo some of these, you need to hit both outgoing and return Q. Which isnt terribly hard per say, but it also isnt terribly hard to dodge the return either. If you dodge half of it, the damage is drastically lowered, 120 + a measly 20%AP. Ahri's outgoing hase higher base and higher AP ratio. I feel like you are hitting this skill far to hard without considering that simply dodging half of it is pretty good counterplay. But I feel it is in line with most other mage Q's. Even with the slow, most other mage Q's have extra effect as well.

W - I agree a little here but not quite. I think instead of nerfing the HP hit hard, just making it similar to the passive, once every 3 hits, would be effective to balance this out a little. It would keep him in line with his attacking assasin style. Or make it like many other champ skills in that it only procs every few seconds.

As for the shield, as someone who has played ekko alot, I dont think its a problem. It requires you to hit your 3 second delayed cast, which can be tricky. You have to cast a spell, wait three seconds, then be in that area of effect to get a sheild, which is alot of work and I fell justifies its reletive strength. My opinion anyways.

E - I dont agree with nerfing the damae on this skill either, I feel like its just a nerf everything nerf. The damage on this one feels fine to me. However I strongly agree on nerfing the structure damage. Its crazy how big a chunk he can take with this on a tower.

R - I disagree on the reduced damage thing. You know how hard it is to actually get more then maybe two champs in that zone? It is pretty tricky, and requires you to have an eye on your shadow, the enemy NOT to be paying attention to your shadow, and 4 seconds for it to catch up and hope you havent died. I've died a fair number of times trying to eek out one more second for my shadow to come close enough to drop a bomb. If anything I think the base should be could be lowered a little, 500 is a top teir base, and with his utility from the skill maybe it could be lowered to compensate.

OVERALL, I think you went way too hard with the nerfbat here, in a kneejerk nerf, to a chanmp that could use a LITTLE trimming. Esentially you cut him quite hard everywhere, and adding it all up, you would remove his ability to effectivley assasinate anyone. Consider he has to get right in to the enemy to do most of his damage. If he gets in there and cant kill anyone, he is going to just end up a shitty champ no one ever uses, and would be a real waste, in my opinion.