@Riot: A Proposed Warwick Rework

l Helios l··1 votes·444 views

Now, I know Warwick is on the wait list, but it doesn't hurt to open discussion about it. So, after talking with a good friend, I decided to propose this concept to see what the community thinks. I don't have a lot of damage values and specific numbers, just because it's better to start with the concept and what the kit will do so we can develop a basis and balance values accordingly to compensate for the kit itself.

OK so...what are werewolves? Scary right? Hunters of the night visciously ripping stuff apart. These are violent and bloodthirsty beasts who thirst for blood; it fuels them and drives their ferocity. The thought is you don't want to scrap with one alone because they will wear you down and then hunt you down if you want to try and run. I'm going with this mentality. So, here we go. Names of the skills are not set in stone, so no hate please :)

Passive: Bloodthirsty Warwick's basic attacks apply a stack of "bloodied" to his foes, causing him to thirst for their blood. Warwick gains X% bonus damage as magic damage to foes marked as "bloodied". In addition, Warwick gains X% bonus lifesteal against his bloodied targets. This effect may stack only 5 times. The passive is removed after 3 seconds of Warwick not attacking his target, unless they are under 30% max hp.

Q: Tearing Flesh, (same length as a Lucian E, treated as a skill shot, will stop at first enemy hit) Warwick lunges forward and lashes out at his target, dealing magic damage and applying one stack of "bloodied". The cooldown of is reduced if Warwick hits an enemy champion.

W: No Escape (modified AA, gains attack range) Warwick bites his foe as a modified basic attack, dealing 10% of Warwick's AD + 20% of Warwick's AP as and applies on hit effects, lifesteal, etc. The target is then slowed for 2 seconds by X% (probably like 30-50% as scaling).

E: Scent of Blood (should have the same range as current ability, maybe a little shorter) Passive: Warwick hungers for the wounded. Any enemy champion below 30% health are revealed and gain one stack of "bloodied" per 15 seconds they are detected. Warwick gains additional movement speed when moving towards any targets with "bloodied." Active: Duration would be about 5 seconds. Warwick takes in his surroundings, gaining a sense of his enemies' positions. Warwick receives an indicator that tells him the direction (not exact location) of X champions relative to his position. The range of both increases as you level it. I'm deeply considering letting the number of indicators increase as the level increases, however this can create HUD clutter, so it may be best to leave it as only 2 indicators for only 2 champions being detected during the active. The passive is deactivated when the E is activated and on cooldown.

R: Infinite Duress lrelatively short range, maybe like 500. Still a point and click.) Warwick may only use this on an enemy champion with at least 3 stacks of "bloodied." Warwick becomes consumed with hunger and violently attacks a target. Warwick suppresses himself and the target for a 2 second duration, dealing damage as basic attacks every 0.5 s. In addition, Warwick and his target are immune to any CC for the duration, but if Warwick takes damage exceeding 15%/20%/25% of his maximum health during the suppression, it will end. Mercurial scimitar, Mikael's and cleanse will remove the suppression. If the suppression is stopped, no addition damage will be taken. By that, if it is Black-Shielded or if the suppression is cleansed after 1.5 seconds, no damage is taken from the remaining time that the suppression would have lasted, but Warwick will still travel to his target.

Don't want to do a lot of damage calculations just because I'm not sure what is considered balance or what. However, it's still a similar theme of Warwick as he was, just a more reliable early game ganking option and more utility. Also gives his ult some counterplay for the enemy team and rewarding the Warwick for getting his stacks.

After discussing the ult, I know this is different from other suppressions in how the damage stops if the suppression is interrupted. This can make his ult unreliable in large team fights unless a pick can be made. In my mind, this offers some balance for the enemy team to deal with it a Warwick on their carry but also rewarding the Warwick player for finding a solid pick, as it would be hard to pull him off except with raw damage or cleanse effects. This has been a theme of Riot's mentality for a while IMO, creating a more fluid game by rewarding players for performing well on either side. That being said, I'm not opposed to removing that quality, as it was indicated it could be problematic. I can see how that could severely hurt Warwick's kill potential in full fights, but he is meant to be more pick oriented in this kit.

Let me know what you guys think. Totally open to discussion and what not. Thanks!

2 Comments

Gotted1 votes

You left his ult and changed everything else? I think you did this backwards.

l Helios l1 votes

Not exactly. It's a little different. This kind of harkens back to the idea if champion identity. They did a thing on it with Poppy. So what is Warwick known for as a champion? Basically his ult: it's fundamentally part of his identity, and it's not exactly easy to take a character's identity away, especially when it is as game changing as it is.

Take Fiddle for example. When/if he is reworked, his ult will probably be the same, primarily because it's so heavily linked to his identity as a champion, would it really be "Fiddlesticks" without the crowstorm? That's the question I asked myself when I was thinking over it. That was my conclusion.

I don't mind if you disagree, but I hope that reasoning makes sense.

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