Let's Help Out Riot Shrieve With Zac
Hey guys, I know this sounds weird, but instead of bashing Shrieve/Riot for a quick fix/revert for Zac and or just telling them what we like/don't like. How about we list out our own ideas(I know it's been done some already, but I feel like it'd be better to have a centralized spot for all the ideas, so sifting through a bunch of forums isn't really a problem for those just looking for ideas) of how we think Zac's abilities can be altered to suit the mains, the casuals, and the people who play against Zac alike. I'm just going to jump right in with my ideas, feel free to post your own, or play off someone else's.
Q: Neato thing here with the slam together, but honestly the lack of reliable CC(slow) and the wave clear just don't really shine on it, so here's my thoughts. Cooldown: change from 12/11/10/9/8 to 9 or 10 seconds at all ranks <or> change to 15 seconds at all ranks and have it be lowered by 1 second per goo blob recovered(like his w), this change is mostly because Zac's q is almost always maxed last, so giving it a low cooldown, but only at higher levels makes it much less useful in the early game and especially so when trying to safely lane Range: 500ish for both the "latch-on" and the auto attack Effect: Zac sends out a tendril of goo, which latches onto a target, slowing them by 30/35/40/45/50% for 1 second, Zac's next auto attack has its Range increased to 500, if Zac hits another enemy, besides the one he is stuck to, he will slam the two together, dealing AoE damge equal to (old q's damage, but with 40% AP scaling) and (attack damage <or> 3-4% max health) to all enemies within 200 units of where the two collide (including the two), on impact. If Zac hits the enemy he is latched to with the auto attack, the slow is increased to 2 seconds and he deals (new q's full damage) and (attack damage <or> 3-4% max health).
W: No problems here in my opinion :).
E: Maybe just change this one back to how it was pre-update and leave it. Though a increase to knock up time and/or decrease in charge time would be nice, I feel it might make him a little overpowered.
R: Okay, now we're getting into the "too little, too much" numbers game, so here we go. Cooldown: Current is a-okay in my book. Range: 300 for first 3 jumps, 600 for last jump, same pick up radius maximums, but with a 50-100 radius minimum(this is incase you quickly double-tap the ability to activate it) Effect: Zac becomes a puddle, spreading out over the course of 3 seconds(reaching full size in 1.5 seconds), picking up all goo blobs he touches, grounding enemy champions that touch him and slowing them by 20%, if his ult is pressed again, or if the charge time reaches 3 seconds he will pick up all enemies touching him, begin bouncing, and deal damage based on how long he charged to enemies he hits. If this was charged for at least 1.5 seconds, Zac will launch into the air, bouncing 4 times, hitting a enemy for the first time will knock them back by 50 or 100 units for .25 seconds and deal 80/160/240 and (40% AP) damage, any subsequent hits to the same enemy will deal half damage and apply a 20% slow for .25 seconds(instead of a knockback). For the fourth bounce, Zac leaps further than the previous three, then at te peak of his jump he violently lauches any enemies he has at the ground dealing (current ult's damage) to them and half that amount(or maybe less) to any non-allied target they hit(targets that are hit multiple times only take damage once). If this was not charged for at least 1.5 seconds, Zac will still pick up any enemies, but all of his ult's damage will be halved. Though I will make note that this may make his ult a tad(okay maybe more) on the overpowered side, so my suggestion for a fix would be to have him only pick up non-champions(or maybe just the closest enemy champion and non-champions) when he charges for less than 1.5 seconds.
Hope this helps you Shrieve, with coming up with healthy, and fun, ideas that would suit casual Zac players and Zac mains alike.