Annie; a Gameplay Update
I cannot emphasize more that nothing is set in stone and that this is a foundation post to be pro active to find solutions rather than reactive. The reason why Annie needs changes rather than number tweaking is because Annie's kit will not allow it because she will either be overpowered with no real counter play or completely useless, there is no middle ground without some kind of change.
Some thing I will look for specifically:
- Try to offer a kit that can be number tweak balanced easily, buffs or nerfs (this is having a long term mindset)
- Try to offer healthy counter play when against Annie, in turn this can grant Annie power in places on her kit
- Will of course keep in mind her easy to play play-style, while offering advanced gameplay so she can excel in high elo (so no face roll easy mechanics like Sona or Katarina, etc)
- Something I personally think is cool is her puppeteer master play style with Tibbers, so I want to emphasize this more
Any questions or concerns then please leave comments below! We can work together to find something good that works for everyone.
Basic Attack Range: 575 units Movement: 325 units per second
Pyromania (Passive): Ranks: @levels 1/7/13 Annie's and Tibbers' magic damage applies a stack of pyromania to struck enemies for the next 4 seconds, after 6 stacks of pyromania on enemies they are stunned for 1.25/1.5/1.75 seconds. The same enemy can only be stunned once every 6 seconds.
Disintegrate (Q): Cooldown: 4/3.5/3/2.5/2 seconds; Cost: 30/35/40/45/50 Mana; Range: 900 units Annie and Tibbers both send a fire ball in the target direction to deal 60/75/90/105/120(+40%AP) magic damage to the first enemy struck.
Incinerate (W): Cooldown: 8 seconds; Cost: 70/80/90/100/110 Mana; Range: 625 units; Cone: 50 degrees Annie and Tibbers both incinerate the area in front of them instantly to deal 50/75/100/125/150(+45%AP) magic damage to every enemy struck.
Molten Burst (E): Cooldown: 10/9.5/9/8.5/8 seconds; Cost: 50 Mana; Range: 500 units Annie and Tibbers burst out flames around them to deal 40/55/70/85/100(+30%AP) magic damage to every enemy struck initially and then shield themselves for 10/20/30/40/50 bonus armor and magic resist for 5 seconds.
Additionally, Tibbers gains 300 bonus movement speed for 1 second.
Summon: Tibbers (R): Cooldown: 40/30/20/10 seconds when Tibbers "dies"; Range: 600 / 1200 / global units [summon / tether / command] Active: Annie summons Tibbers to the target location allowing him to stay indefinitely until he is unable to fight anymore placing him on cooldown. Tibbers has 400/550/700/850(+300%AP) health when summoned and can be controlled to move and attack by recasting this ability.
Tibbers copies all of Annie's abilities based on his location and both Annie's and Tibbers' abilities can overlap on the same enemy.
Passive: Tibbers deals 20/40/60/80(+20%AP) magic damage per second 200 units around him.
This idea is about rather than summoning Tibbers for burst and then die, you will have him indefinitely and want him alive for he can allow this little evil fire girl who is immobile and short range to get off damage from afar without the need for certain overrated spells that should be removed from the game //cough// Flash //cough//. Anyways, this is not about my hatred of Flash being in the game, it is about giving Annie an easier time to function without Flash and offer better counter play when against Annie.
Anyways, despite Tibbers no longer having his burst damage and only keeping his burn aura, Annie's damage has gone up significantly when played well (which should not be too hard to pull off, especially for good players, and those that want to put in the effort). The Q change to a skill shot was for the new Tibbers mechanic I wanted to do, it has nothing to do with the ability being a point-and-click because that element of the ability has no problems, the problem with Annie was instant stun into death and no real counter play to react other than "Annie doesn't have Flash at the time" which is never fun and having a champion which is super broken-overpowered with a spell and useless without it is horrible gameplay for both parties. Now I did make it for you can have a quick stun, but the instant stun had to go; remember I set up everything so everything can easily be adjusted and balanced by simple number tweaking and Annie will never be in a doomed state of overpowered or useless; this way Annie can be in a healthy spot for the game of balanced and good similar to Orianna, Anivia, etc.
Tibbers is a 4 rank ultimate, meaning an automatic point at level 1 since I made my ideas so reliant on Tibbers and balanced around having Tibbers out on the field at all times as long as you can keep him alive. And to try to make it easier to control Tibbers I did "R" key controls over Alt + Click controls.