Ezreal and Amumu Gameplay Update suggestions.

JackYAqua·9/1/2014, 12:40:34 AM·3 votes·1,112 views

#Hey Boards

Jack here with some Champion changes this time.
Just for fun, so to say, though I do wish they really were in-game. I figure these changes will help make the game-play of the respective champions more interesting, and healthy.
I'll do this à la patch notes, or similar at least, so just read on ^^
(However I will first do the actual changes, then the explanation. Makes more sense to me.)

#Ezreal Ezreal (Gameplay update)

  • W - Essence Flux

  • Mana Cost: 50/60/70/80/90 Mana --> 80/85/90/95/100 Mana

  • Cooldown: 9 seconds --> 11 seconds

  • Range: 1000 --> 900

  • Width: Slightly slimmer

  • Damage: Scales with 80% Ability Power --> scales with 30% bonus Mana

  • Attack Speed boost: +20/25/30/35/40% Attack Speed --> +25% Attack Speed (+2% Ability Power)

  • Duration: 5 seconds --> 4 seconds

  • (NEW) Passive: If Ezreal hits an enemy with Essence Flux he gains the Attack Speed boost.

  • (NEW) Passive: The Attack Speed boost scaling increases by +1% Ability Power for every stack of Rising Spell Force you have, up to a total of +7% Ability Power as scaling.

  • (Info) If Ezreal hits an enemy and Arcane Shifts into his Essence Flux, the duration is reset, extending it up to 7.9 seconds total D:

  • Passive - Rising Spell Force

  • (NEW) Reworked: Hitting an enemy champion with any of Ezreal's abilities grants a stack of Rising Spell Force for 6 seconds, increasing his spell travel range by 5% and granting him 10% of his total attack damage as bonus Ability Power per stack. Maximum 5 stacks (or 25% increased Range and 50% of his total AD as bonus AP).
    Basic attacks against enemy champions renew the duration by 0.5 seconds. Stacks fall off two at a time.

  • Q - Mystic Shot

    • Range: 1150 --> 1000
    • Damage: Scales with 40% Ability Power --> Scales with 30% Ability Power
  • E - Arcane Shift

    • Range: 475 --> 400
  • Cooldown: 19/17/16/15/14 seconds --> 20/18/16/14/12 seconds Cooldown

  • Damage: 75/125/175/225/275 (+75% Ability Power) --> Deals 35/70/105/140/175 (+25% Ability Power) magic damage

  • (NEW) Slow: Slows the movement speed of target hit (by the homing missile) by 15% for 2 seconds.

  • (NEW) Passive: Your next basic attacks after jumping deals 50 (+10% AP per stack of Rising Spell Force) bonus physical damage (doesn't work on turrets, because of AP boost by passive).

  • R - Trueshot Barrage

  • Damage: Scales with 90% Ability Power --> Scales with 75% Ability Power

OK (not the bar), to the explanation:

This 'Gameplay Update' is supposed to make Ezreal more interesting and make his gameplay healthier.
Currently, he's just a champion that has a mediocre poke and higher than average mobility. Usually, with that, he'll win trades, by dodging and kiting. He is overall rather spell-reliant and (as far as I've experienced) does not do as well with critical strikes as other Marksmen do (Jinx, Tristana, etc.) So I thought, why not just make him like that on purpose ? What about a first HYBRID Marksman, who is intended to actually be hybrid, not like some Tristana and Kog' Maw out there.

So my Ezreal gains Ability Power based on his Attack Damage. He is supposed to be semi-hybrid, and similar to Lucian be forced to engage longer trades at short range, but then, thanks to his passive, be able to (slowly) get more range and strength and with those win the trade
It's far more healthier than the hit-and-run Ability Power Ezreal, and far more reliable in terms of damage because he, unlike other Marksmen, doesn't need to have 2.5 Attack Speed and >50% Crit Chance.
He would be a sort of Duelist.

-- -- -- -- -- -- -- -- -- --

#Amumu Amumu (Passive change)

  • General

    • Movement Speed: 335 --> 325
    • Magic Resistance: +1.25 per level --> NOTHING D:
  • Passive - Cursed Touch

    • Whenever Amumu damages an enemy with a spell, he reduces the enemy's Magic Resistance by 10 (+0.75% bonus Health) over 2.5 seconds and increases his own Magic Resistance and Movement Speed by 5 instantly (Stacks up to 1/2/3/4/5 times from multiple targets; levels 1/4/7/10/13). Both effects last for 3 seconds. Amumu's Despair cannot proc this effect. His basic attacks reset the duration of Cursed Touch.

Explanation:

His passive was somewhat boring. I changed it to make him more interesting. He now has lowered Magic Resistance and Movement Speed, however 'steals' Magic Resistance from his victims and increases his Movement Speed in battle, making him more vulnerable to poke, but all the more powerful in combat and in the mid game, because at level 13 the scaling Magic Resistance would have been worth 16.25, but his passive can give him 25 by then. And later on it is still 2.5 more Magic Resistance and 15 more Movement Speed.
I just think it makes him more interesting, maybe even lane-viable again, because he'd always be using spells on minions.
And his Ult is all the more efficient with other AoE mage-ults, as it now reduces Magic Resistance.
Though I did make it scale with Health to make sure it isn't abused by full-ap Amumu's, how'd just want the free AoE Magic Resistance Reduction.

-- -- -- -- -- -- -- -- -- --

Thanks all.
I hope you liked the suggested changes. I'd be happy if I found reasonable feedback in the comments.
Please do not not like this idea just because it is a change in general.
If anything is unclear just ask and I'll try to explain my reasoning, or how something works specifically, then.
For example: Ezreal already gets more AP with his passive, why make his abilities get increased scaling per stack? -> So the high initial scalings aren't abused by AP Ezreal's, and they are forced to duel for a short while instead of doing a hit-and-run, which most can do even without a single kill :D

Also, thanks for reading,

Jack.

4 Comments

AliceInMadness9/1/2014, 3:31:20 AM3 votes

Say Amumu buys a 1000 hp item, there are 2 i think in the game.He now loweres his enemies magic resistances by 85 from ONE item. The average lvl 18 melee champion has around 52 natural mr.

Anybody past 2.5 seconds would be one shotted by mages due to amplified true damage and they couldnt outrun the debuff due to the speed boost...

Additionally , its not important if a single ability is entertaining, but the kit as a whole. Amumu is fun to play so i dont see why and how the passive change should or could change that.

I'd say don't fix what isn't broken.

Both champs are healthy and balanced, and i dont see how those changes in numbers can be remotely accurate without testing.

Sorry for the bad grammar, im not from an english speaking country and dont care enough to bother fixing the mistakes if i can be understood.

CalciferHowel9/2/2014, 4:54:31 PM1 votes

I don't like most of the Ezreal ideas, except the passive. It'll never happen though, Riot likes Ezreal where he is.