Proposed Zyra changes. Feedback wanted
Statikk has mentioned in the Mid-year Mage Update thread that they'd LIKE to capitalize on Zyra's plant mage theme and want to help her make the forest around her come alive. Here's my idea.
Goals:
- Shift Zyra's plants away from a gimmicky time- and combo-sensitive damage output mechanic
- Shift plants toward area control
What would change?:
- Give Zyra a living AoE that continuously follows her around, allowing her to spawn plants in this area.
- Changing only her plant spawn mechanic. Not touching how her spells cast or their damage output.
The specifics:
- Zyra's living AoE moves with her (with her at the center) and should have a radius comparable to a rank1 Nocturne ult (or slightly larger)
- Zyra's seed placement range is anywhere within this living AoE of hers
- Seeds still have their 'ammo' mechanic, and last the same duration as they currently do.
- Seeds can still be destroyed
- Zyra does not use her spell casts to spawn plants from the seeds
- When a seed is within her living AoE, the player presses Q or E (to specify the plant type) on the seed to sprout it.
- Quick-casting would only require the press of Q or E with the mouse on the seed. Normal casting would require a press of Q or E with the mouse on the seed and left-click the seed
- The seed does not need to be in the specific spell's casting range in order to be sprouted. If the seed is in her living AoE, she can sprout it.
- Causing a seed to sprout does not put any of her spells on cooldown or cost any mana.
- There should be a 1 second spawn animation, with a 0.5 second "cooldown" on spawning multiple plants in succession.
- Plants no longer have a limited duration
- Plants would have the same health pools as live, and are subject to the same damage rules as on live.
- Plants go dormant when no longer in Zyra's living AoE, much like heimer turrets. Plants become active when Zyra's living AoE reaches them again.
What does this accomplish?
- This gives Zyra the sense of "infesting" a part of the map over time. Retaining the seed recharge and duration limits how much of a zone a Zyra player can establish in a short time frame.
- Long periods of time allow Zyra to gain control of a part of the map, setting up plants in bushes and along paths in order to control how the enemy moves through these areas. There is a moderate amount of prep time for this, and gives the enemy room to kill plants without being completely overwhelmed, if they set out to destroy the plants early enough.
- Removing Zyra's plant spawning from her spellcasting combos removes the "seed spam quick machine gun casting" mechanic, and accentuates her zone control intent.
Future changes: With these changes, Zyra's Q may need to be updated to feel more meaningful than a point-and-click AoE damage delay.
Thoughts?