Zoe Mini-Rework

Stacona··3 votes·2,082 views

Just going to get to the point, but with no numbers because too many people fixate on those (even though it does not matter since they easily get changed).


Attack Range: 550 units [same]

More Sparkles! (Passive):

Range: 425 units

Zoe becomes more and more sparkly as she casts her abilities, after 4 ability casts, Zoe becomes irresistibly sparkly and when she gets near an enemy unit will charm all surrounding enemies for x/x/x seconds.

Paddle Star (Q):

1st Cast: Zoe launches a star in the target direction.

2nd Cast: Zoe redirects the star in the target direction, travelling a max distance based on where Zoe was when she redirected the star. At max rank, Zoe can redirect Paddle Star up to 2 times.

When the star collides with an enemy, it deals magic damage in a small area to triple magic damage based on how far the star traveled.

Portal Jump (W):

Cooldown: Cooldown lowers per rank

Zoe instantly teleports to the target location for 1 second, unable to move, and then returns to her original location.

Sleepy Trouble Bubble (E):

Zoe kicks a bubble in the target direction, absorbing to the first enemy struck and dealing magic damage, causing the target to move slower over a few seconds and eventually to fall asleep for X seconds.

If the sleeping target is struck by Paddle Star or Bubble Bomb, then it wakes up and is dealt bonus true damage.

Bubble Bomb (R):

Cooldown: Pretty low, especially for an ultimate (think Anivia level, or Veigar's Dark Matter [W])

Zoe leaves behind a bubble at her location for 1.5 seconds, exploding afterwards and dealing a large sum of magic damage to enemies caught in the explosion.


13 Comments

zaire903 votes

This passive makes no sense at all seeing that zoe doesnt want to be near enemies but the one you want justs seems to be stronger and loses her uniqueness of using the extra summoner spells

Stacona1 votes

Defensive tool, replaces her movement speed to reduce her mobility, can be used offensively with portal jump.

3L11 votes

{quoted}

Defensive tool, replaces her movement speed to reduce her mobility, can be used offensively with portal

First of all, she’s already very immobile compared to her hard counters like Fizz or Yasuo. 2 blinks is nothing compared to 3 dashes one allowing invulnerability and 7 dashes through minions. The passive is unreliable and situational. Using it offensively with portal defeats the purpose of her being an artillery mage. What’s even worse is that the passive doesn’t make sense thematically and doesn’t synergize well with her kit at all. This rework is poorly designed.

Hi lm Zoe2 votes

Fire the man who did this rework

lumanachi1 votes

[deleted]

Stacona1 votes

What is that sentence? Your sentence makes absolutely no sense, but even ignoring that it is so vague I have no idea what you are talking about and need to expand on more of what you do not like and like.

M00ndanc32 votes

They say that they don't like the kit you propose but they would rather it be yours than riots. I think this is because you removed the summoner spell drop but still retained the sleep and portal/ paddle star combo which seems to be why a lot of people don't like her

Stacona1 votes

I removed the wall interaction to her sleep, that will greatly reduce frustrations against Zoe and can only awaken sleep through Zoe's other damaging spells for the bonus true damage for more room for the opponents to play around. Forces the cool counter play of blocking the shot to defend the sleeping target rather than allowing anything to detonate the true damage.

Spell Thief is a horrendously designed ability and impossible to balance, should be removed, especially since it makes no sense for Zoe's kit or theme. The other reason is that it has way too much power to it and the opponent can never play around a mechanic like that in a healthy way and it will forever just be oppressive, nerfing it to the ground does not reduce its oppressive nature, it just makes it feel terrible for the player to use.

3L11 votes

{quoted}

I removed the wall interaction to her sleep, that will greatly reduce frustrations against Zoe and can only awaken sleep through Zoe's other damaging spells for the bonus true damage for more room for the opponents to play around. Forces the cool counter play of blocking the shot to defend the sleeping target rather than allowing anything to detonate the true damage.

Spell Thief is a horrendously designed ability and impossible to balance, should be removed, especially since it makes no sense for Zoe's kit or theme. The other reason is that it has way too much power to it and the opponent can never play around a mechanic like that in a healthy way and it will forever just be oppressive, nerfing it to the ground does not reduce its oppressive nature, it just makes it feel terrible for the player to use.

Spell Thief does make sense with her kit as she can utilize its active with her ultimate (can cast actives/get them during it), her Q and Ev(flashes give her more range and help her land it/slows like exhaust or hextech glp active help her land Q and E). Yes, it does make sense with Zoe’s theme as she is a Trickster; her W stays true to that. Otherwise, it is definitely frustrating to play against sometimes, as RNG is really disgusting to play against in general.

Laceration1 votes

I like the fact you got rid of her cancerous W. Although you've added more damage to her kit. If you could, think of a new spell for her w that wouldn't be so gamebreaking and at the same time not give her more damage than she already has.

Stacona1 votes

She has three damage spells here and currently she has four damage spells on LIVE servers.

The other gameplay function changed is removing sleep bubble extending its range from terrain, this mechanic may be cool, but does not feel fair for the opponent.

I made a kit around Portal Jump rather than giving her a bunch of random spells that make no sense together. Also removed her mobility and granted a charm in its place for defense and/or offense when used with portal jump.

3L11 votes

{quoted}

She has three damage spells here and currently she has four damage spells on LIVE servers.

The other gameplay function changed is removing sleep bubble extending its range from terrain, this mechanic may be cool, but does not feel fair for the opponent.

I made a kit around Portal Jump rather than giving her a bunch of random spells that make no sense together. Also removed her mobility and granted a charm in its place for defense and/or offense when used with portal jump.

Making a kit around portal jump is honestly the worse fucking idea I’ve heard so far concerning Zoe reworks. Her portal is literally just support for Zoe’s kit, it’s not the core part of her. And as for the spells, they do make sense together, E synergizes well with portal jump and Q for obvious reasons. W grants her kiting/chase potential and can give her range. It seems like you’ve only played against Zoe rather as Zoe, cause you don’t know how her fucking kit works.

3L11 votes

{quoted}

Just going to get to the point, but with no numbers because too many people fixate on those (even though it does not matter since they easily get changed).


Attack Range: 550 units [same]

More Sparkles! (Passive):

Range: 425 units

Zoe becomes more and more sparkly as she casts her abilities, after 4 ability casts, Zoe becomes irresistibly sparkly and when she gets near an enemy unit will charm all surrounding enemies for x/x/x seconds.

Paddle Star (Q):

1st Cast: Zoe launches a star in the target direction.

2nd Cast: Zoe redirects the star in the target direction, travelling a max distance based on where Zoe was when she redirected the star. At max rank, Zoe can redirect Paddle Star up to 2 times.

When the star collides with an enemy, it deals magic damage in a small area to triple magic damage based on how far the star traveled.

Portal Jump (W):

Cooldown: Cooldown lowers per rank

Zoe instantly teleports to the target location for 1 second, unable to move, and then returns to her original location.

Sleepy Trouble Bubble (E):

Zoe kicks a bubble in the target direction, absorbing to the first enemy struck and dealing magic damage, causing the target to move slower over a few seconds and eventually to fall asleep for X seconds.

If the sleeping target is struck by Paddle Star or Bubble Bomb, then it wakes up and is dealt bonus true damage.

Bubble Bomb (R):

Cooldown: Pretty low, especially for an ultimate (think Anivia level, or Veigar's Dark Matter [W])

Zoe leaves behind a bubble at her location for 1.5 seconds, exploding afterwards and dealing a large sum of magic damage to enemies caught in the explosion.


So, you’ve given her a passive and an ultimate that contradicts Zoe’s purpose as a burst artillery mage (basically she has to get close to activate the goddamn charm), more damage on her Q (one of the most annoying parts of her kit), and gave back the slow on her E (one of the main Zoe nerfs that gave her no counterplay). This isn’t a rework as much as it is a failed champion concept.

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