If Zac's latest buff results in him being too strong, consider the following fallback nerf.

darkdill··1 votes·435 views

#NOTE! - This is not a knee-jerk reaction saying "NERF ZAC NAO!" This is meant to be a "just in case" suggestion.

The increased range on Zac's E is certainly going to make him able to initiate from huge distances, but when used instantly on an up-close enemy, it retains the same effectiveness, something I feel is a little... much.

If our blob finds himself in need of a nerf in the future, I'd like to suggest this:

Change the knock-up duration to 0.5-1 second(s) based on how long Zac charges Elastic Slingshot, instead of 1 second regardless of charge time. Monsters will always be knocked-up for 1 second regardless of charge time.

Reasoning? It leaves his initiate strong, but weakens his use of it in "snapshot" scenarios. The second clause is just there because we don't want to hurt Zac's clear speed.

But this change may not be needed, after all. So let's just wait and see first. But if Zac actually does get a little OP, this should at least be considered.

3 Comments

Trebbi1 votes

No, the tank legacy must live on some way!

Durzaka1 votes

You would fucking destroy his jungle clear with a nerf like that.

darkdill1 votes

Then make it so that it always inflicts a 1-second knockup on monsters regardless of charge time.

Edited it in.

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