Kha'six Gameplay changes.
I originally posted this on the EUW forums, before i realized that this place actually has people who give feedback, and sometimes even rioters who check the threads, so i'll repost it here, and hope for some feedback (:
Kha'six has always been a focus for nerfbats and reworks due to his very unhealthy gameplay patterns (a reset champion, with stealth and the isolation mechanic), but he's also (or was, previous to the most recent nerfbat) a very rewarding champion to play, with great play being rewarded with awesomelooking multikills (and who doesn't like that), and significant space for outplay potential (the timing of stealth etc.).
After recently reading Morello's post on "melee carry" vs "assassin" gameplay patterns; eg. decimating the enemy frontline to win tf's, vs removing key backliners, i figured that kha'six might actually be manageable if changed into a melee carry with significant potential to carry teamfights on his back WHILE being incapable of simply diving in and removing backliners. Thus making him the first actual melee carry in league. (as morello stated in his thread, league designers have actually to date not made a melee carry, with yasuo being the latest stab at it, but still getting assassination potential via ulti).
How would i do it?
firstly by removing the way isolation highly impacts low level jungler vs. jungler fights, and at the same time giving khasix the dmg early on to NON isolated targets (something he lacks sorely on current patch), to actually gank lanes effectively. The following q change proposed:
base dmg of q increased by x amount (determined by playtesting), but isolation damage being drastically reduced at low levels while scaling with kha'six level. Keeping his pick potential late, without making the enemy junglers life hell.
this also makes evolving q first much less ideal, due to having low early game isolation damages anyway, and thus supporting the gameplay changes i want to happen with changes to w and e.
W. Khasix spikes now deal high percent current hp, while having a very LOW minimum damage, to prevent it being used as a finisher.
the idea is to let khasix use this as a softener of the enemy frontline "stalking, while harrying his prey" sort of thing, letting him join kite and fight compositions in a more meaningful way than the current "i slow you down, while the actual carries (coughxerath cough kog) do the harrassing. it also cements him as more of a frontline killer, because percent current hp with low minimum dmg isn't that effective vs enemy carries.
E. stays the same with higher CD, but EVOLVED e now deals additional damage based on missing health (not percent, think garen ulti), and the resets only happen if khasix gains an assist or a kill within 2 seconds of using leap.
this has always been kha'six signature ability, and one of the reason (resets, without having the obvious binary play patterns of say katarina) for him being hard to balance. in my new version it becomes a vital, and COUNTERABLE part of his kit (compared with it on current patch being only mobility, with next to no dmg), being his finishing tool, particularly on non isolated tanky targets (cementing his role as a melee carry, contra assassin). this will when played correctly, allow khasix to take down the enemy frontline, and proceed with resets onto the (now possibly isolated, and therefore killable) backline, during teamfights, and allow him to maintain his identity as a reset mass murderer while necessitating high synergy between kha'six and hard engage champs on his team, as well as granting high outplay potential (flash his finisher, deny his reset, turn around and kill him, knock him out of leap with lulu ulti/flay etc).
i think these changes would see him a VERY strong champion, with very discernible weaknesses that are exploitable, particularly at high level play, making him a healthy champion, best counterpicked into low mobility/low cc comps, or vs high bruiser count comps where his current health dmg and finisher will be the best, while also hitting his ability to dominate any enemy jungler due to the isolation mechanic changes, and instead allowing him to pressure lanes with meaningful dmg.
Also he would fit into the kite and fight team comp which is very meta now, while also synergizing very well with currently unplayed characters like ashe and malphite, who will make his first reset much easier through reliable hard engage.
I apologize for the long thread, but detailing a new gamplay pattern takes some space o.O, hope people liked the idea and will give feedback (: