@RIOT Why are you doing this? Akali RIP...
http://oi63.tinypic.com/2uo56rq.jpg
#Greetings,
I have been slightly vocal in complaining for a while how Akali had 3 spells to work with (namely her damage Q, E, R) and a passive for a while.
I mean her shroud (W) was virtually useless once you got to plat 3 and above.
#Example: http://i.imgur.com/Q7cFGww.png
#So what are Riot doing to her with this Assassin update?
They said they are removing pink counters. I heard that and i was like: http://s2.quickmeme.com/img/44/44b47afb5227b3bbd99d533b26992af70904b73e74fb3af987dd56a7310e1300.jpg
I knew they would take some damage out but i was not prepared for this.... this slaughter:
They are Murdering roughly 40% of her damage output and half of her sustain in exchange for her flashing withing 250 AoE and going invisible for 5-8 sec after a 0.35 CAST TIME freaking spell.
Basically a very bad version of Shacos deceive.
I mean you can't even dodge a skillshot with this gimmick teleport within 250AoE (the shroud) that is supposed to give you an edge in mitigating damage.
#Example: Morgana fires a skill shot CC at you. Akali casts the shroud immediately to teleport 250 range to the right. However, instead of the LCS teleport dodge chances are that Akali will remain in the freaking center of her shroud at the end of the **0.35 sec **after being hit by the CC skillshot because it has **0.35 sec ** time to hit you in the face like Riots Nerf hammer, because you are standing still casting shroud for **0.35 sec **. (Nice cast time Riot...)
What you then achieve is the ULTIMATE invisibility unrevealed by pinks but at the same time utterly useless because even if CC does not interrupt cast times it prevents you from teleporting within the shroud you just put up. So you are left there for 2.5 sec right in the middle of your 500AoE shroud so Morgana can put her pool under you and any other enemies nearby can line up skillshots on you. If you somehow survive this CC have no fear. You are still invisible for 2.5 sec more and they can't change that even if they carry wards. You have 100 HP left but you are still alive! Isn't that great!
However, what they can do is surround your shroud and wait for it to expire then murder you.
Why do they murder you? Aren't you supposed to be murdering them? Well apparently not for 2 reasons:
- 1st You are to low on HP to successfully engage on someone and start sustaining. (if you call 1 time heal from AA sustaining.)
- 2nd You also have no damage to burst kill them anyways.
#Let me get something straight:
My idea of a ninja does not involve them throwing a smoke bomb in their feet then waiting nearly half a second before moving at all and just standing still with crossed hands while the smoke spreads and waiting for an arrow that is already in the air to hit them square between the eyes. But it's K cause you will be invisible right in the middle of the smoke. It's not like the enemy can just shoot 20 more arrows in the middle of the smoke to make sure you are invisible but also dead.
#What Riot took in compensation for this joke of a ninja shroud is:
#Crescent DPS:
-
New crescent does 190 base damage has 0.5 AP and 0.7** BONUS AD **ratio and is 3 sec cooldown.
-
Old one has 130 base damage and 0.4 AP ratio BUT 0.6 TOTAL AD scaling! and a 1 sec cooldown.
Akali has 113 Base AD (champion) at lvl 18 so by making it a BONUS AD they took 68 damage away from the AD scaling of it.
Guess what - that 60 damage buff (from 130 to 190) to the base DMG is actually less that what you lose from AD scaling at lvl 18.
So the Old crescent has the same damage as the base compensation after lvl 15 (101 Base Champ AD) and normally you have Crescent at level 5 on lvl 13 so 2 levels later... You still get 10% bonus ad on top, but 10% from 100 bonus AD is 10 so lets say you get 2 damage on top at the very end unless you are doing AD akali.
Sure you get an extra 0.1 AP damage. Which is great but not if you consider that you just lost 2 SEC of cooldown for that 10% AP. I mean at most you have between 450 and 650 AP as Akali (barring full yolo build with no boots and Infernal dragons) so for an extra 45-65 damage your cooldown gets increased by 200%.
#This is the Nerf hammer I am talking about and it hit so hard it's not even funny.
Before in 3 sec you could do 3x [130 + (0.4xAP) + (0.6xTotal AD)]= 390 + 1.2AP + 1.8 Total AD
Now in 3 sec you can do 190 + 0.5AP + 0.7xBonus AD
Bonus ad would be 40(gunblade) + 45(Best case of scaling runes and masteries) = 85 compared to 198 Total AD (113 champ + bonus)
(If you get a wrath elixir it goes to 110 bonus AD and 223 Total AD)
#Conclusion: In 3 sec you lose nearly 180% DPS from your E.
#HOWEVER this is not the issue! 1 Nerf I can justify for her new Shroud but they kept hammering away:
Her Shadow dance got hit just as hard by the nerf hammer.
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Old shadow dance is 250 base DMG and 0.5AP ratio.
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New one is 150 Base DMG and 0.25 AP ratio.
Just from these numbers you can see this is a near 40% hit to her damage with R but they didn't let it end there.
#You are NOW restricted to 1 DASH PER 2 SEC!
Cooldown reduction doesn't help you anymore. Level of ultimate doesn't help you anymore!
Which means one big: "Screw your ninja mobility! Just stay there for 2 sec and get destroyed by enemy focus and skillshots."
Before with each level of the ultimate you got less of a cooldown between dashes that was further decreased by CDR.
- At lvl 11 you could use 3xR in 4.5 sec.
- At lvl 16 you could use 3xR in 3 sec without CDR!
- If you capped CDR you could 3xR within 1.65 sec (45% CDR). (I admit that is a bit strong.)
But Riot didn't just tone it down. They straight away murdered it with the nerf hammer.
Now even if you have some CDR in your items it is wasted because you can only 3xR in 6 sec thanks to the hard cap nerfs.
Leveling the ultimate now gives you smaller charge times (as before) and extra 50 damage per dash. GG nice way to power spike. So a point in my ultimate now gives me 150 DMG over 6 sec fight. Any other champion gets massive power spikes with each level of their ultimate.
For those of you who have never played Akali let me tell you that 1 dash per 2 sec is ridiculously Under powered, extremely clunky and totally unhelpful with all the mobility creep and peeling potential of supports.
Just play her for 1 game without building any CDR and leaving the lvl 1 Ultimate until the end of the game.
Cause that is literally what will happen to her after the changes.
She will have level 1 current ultimate on lvl 16 with half the AP scaling.
Akali current lvl 1 ultimate is stronger by double the AP ratio and being 2 sec between dashes (1.2sec between dashes at 40% CDR).
Compared that to the same base damage of the new lvl 3 Ultimate Riot want to dump on her with 2 sec hard cap between dashing.
#That 2 sec cap and 40% reduced damage make this more of a basic ability than a freaking ultimate! It's honestly a disgusting joke.
_**
#The final and no less brutal blow of the nerf hammer is the new passive.
8-5 sec CD based on level and completely lacking in synergy.
All i will tell you is that this new passive is basically Akali-s old passive but once again weaker and with independent scaling (you don't have the AP and AD synergy of old passive) restricted on a 5 sec cooldown.
AA 1 heals - I want to point out this is dumb because you generally don't take damage before your first AA if you are assassinating someone.
AA 2 does magic DMG.
"Psst Riot, AA 2 should heal and AA1 should do damage"
_**
#Let us compare the passives:
AA 1 heals for 170 + 0.7 Bonus AD = Gunblade akali with 100 bonus AD at lvl 18 (not hard to achieve) = 170 + 70 = 240 HP restored (5 sec cooldown)
Old Akali passive with 1xR + 1xQ + AA = Gunblade akali with 100 bonus AD and 400 AP at lvl 18 =
16.6% spellvamp from bonus AD + 6% base of passive = 22.6% Spellvamp we will multiply this with the combo:
[260(Q base) + (0.9x400AP from Q) + 250(R Base)+(0.5x400 AP from R)= 510 + 360 + 200 = 1070 DMG.
1070x0.226= 241 HP restored.
Of course spellvamp suffers from enemy MR dmg reductions but in general if I throw in a Crescent and the numbers are still there SPELLVAMP>New AA on 5 sec CD.
(You would generally heal for at least 400HP if not CCed in 5 sec with current passive and high damage build.)
_**
Now calculations at 400AP and 100 bonus AD you get:
New AA 2 does 14-70 + 0.45 x AP DMG.
Meanwhile, old akali passive: 6%+1% for 6AP on hit DMG on every AA.
OLD: 400AP = 6% + (400/6) = 6 + 66.6% = 72.6% magic damage on hit with 400 AP with 100 bonus AD and 113 base AD Akali has 213 Total AD. AA bonus damage is (0.726x213) = 154
NEW: 70+ 0.45x400 = 70+ 180 = 250 DMG.
Seems like a lot more but wait for a moment. If you want to make full use of the passive (in other words do damage and heal) you want to AA 2 times (even if they change the order).
So calculation should be: OLD =2x154 VS New=250 or
OLD=308 VS New=250
Basically OLD PASSIVE WINS! By a lot.
Better yet OLD PASSIVE HAS NO COOLDOWN!
You will probably hit them with 3 AAs in 5 sec with no Attack speed items.
#Conclusion:
#In general this feels like Riot did it just to screw up Akali completely until they rework her.
What you are given is 5-8 sec of relative safety and MS in a 500AoE area (non existent if the enemy has tons of AoE damage) in exchange for more than 40% of you DPS over 5 and 10 sec, a huge part of Shadow dance mobility (which is what makes Akali sticky. Now an ADC can just dash away and kill you in 2 sec you need to dash to him.) and an even smaller energy pool to work with because shrouding is a must and not a choice.
All changes considered this is a HUGE NERF HAMMER in 2 of her Damage spells and also her passive, overall less sustain from passive and all of that in return for** 500AoE invisibility that is originally supposed to function with her kit and be a choice of spending the energy and not a necessity.**
#It's not a good trade! I am god damn unhappy about it.
You will 100% want to shroud in any fight after the changes, since your damage sucks like hell and your healing is front loaded on 1st attack with a 5sec cooldown and you also literally cannot allow yourself to trade with someone face to face because of your DPS down times: (Q 4sec CD, E 3 sec CD, R 2 sec CD, AA, 1 sec CD) unless they are marked by a Q and obediently stay in the shroud to wait for your cooldowns because they probably have more damage and tankyness than you do and outright murder you in a straight trade.
Meanwhile the enemy always has the option to exit the shroud and cut off your escape path.
#End of Rant.
_**
#P.S. Riot I seriously hope you realize just how much you screwed Akali over with this 3 Nerf Combo Hammer Destroyer Fatality. Then undo at least some of the nerfs.
With the changes: Make Shroud have 0.15 sec cast time or less. Also make HEAL proc on 2nd AA and not on 1st AA or leave it for 3rd AA if you don't want her 1st AA to burst. Her wasting the only heal of her passive on 1st AA every time she makes the jump on someone makes me go:
http://www.relatably.com/m/img/memes-that-make-no-sense/55381236.jpg
