Zeke's Herald Suggestion

OyddAWqJ5r··1 votes·565 views

Original:

item 3067850g + item 1053800g + Combine Cost 900g = item 30502550g

+250 Health +20% CDR UNIQUE: Nearby allied champions gain +20 attack damage and +10% life steal.

Suggested:

item 3067850g + item 3801600g + Combine Cost 900g = item 30502350g

+350 Health (up from 250) +10% CDR (down from 20%) +25% Health Regen (grants 75% with the aura bonus) UNIQUE Passive: Gain 10% of the damage dealt with this item by you and your allies as bonus health per 5 for 5 seconds. UNIQUE Aura: Nearby allied deal bonus magic damage on hit equal to 1% of your max health and gain health regen equal to 50% of your base health regen. (Applies to user as well)

This would make it more viable to build on tanks and support tanks while also just making it more viable as an item overall. Could potentially also allow it to be built during the laning phase. I haven't done the math but I know this actually significantly lowers the gold efficiency of the item. However, the aura and passive this one provides is probably far more efficient than the current.

4 Comments

Anomander2 votes

Leave my Zeke ALONE!!!!!!!!!!!!!!!!!!!!!!!!!!!

OyddAWqJ5r1 votes

hahaha I'm sorryyyyyyyyyyy

Onerios1 votes

I'm honestly not sure about that aura. It's probably less efficient for ADCs then the current build due to crit multiplication, but it's not unreasonable for that to be doing 30 magic damage, which could make it a decent bruiser item. If it was just a strict aura replacement on the current item would probably be ok.

That unique passive though, could be a bit of a problem. If that stacks so that its a strict 10% of damage dealt by near by champions basic attacks returned over 5 seconds it's way over tuned, and essentially makes a tank/bruiser standing next to an adc immortal as long as the adc can continue to attack. If it just refreshes and updates its a bit more reasonable, but the coding for it would be an absolute nightmare. The idea is nice, but for something that looks so simple it's probably not workable in its current form.

OyddAWqJ5r1 votes

I see. But currently it sees almost no use other than on supports for all AD teams or on Marksmen who go support like Ashe... which basically means it sees no use. But I didn't want to create a situation where a support is stacking health strictly to make the carry deal tons of damage. And I want this to work with all adc builds and not just strictly rushes (even if that is the meta). Also the aura was supposed to go off base health regen. Fixed that too.

And the passive was a big "oops!" lol. I meant the 10% to be for the magic damage on hit. Though even then that number could be too high (or too low). But I definitely didn't mean to create a 1000 health per 5 scenario with that other one lol. With this one if everyone on your team is constantly landing basic attacks for 5 seconds it'll be healing you for ~100-150 health per 5 or ~20-25 a second. Sounds alot more reasonable huh? Haha.

Well anyway, it's just a concept. But with those errors fixed and me being a little more clear with what my intentions for it are what are your thoughts on it now?

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