Ziggs Gameplay Changes- More Mechanics!

Meep Man··1 votes·712 views

Q- Bouncing Bomb

  • Now refunds 3% (+1% per level) of the mana cost for every enemy unit killed by Bouncing Bomb, refunding up to 100% of the mana cost
  • Bouncing Bomb is now affected by Satchel Charge, causing the Bouncing Bomb to be knocked back the same distance as a Ziggs within the radius would be and reset the remaining number of bounces. The area where the Bouncing Bomb will land is highlighted while the Bouncing Bomb is flying over the Satchel Charge's radius.

The mana refund makes Ziggs less mana starved when using Bouncing Bomb to clear minion waves later in the game, completely refunding the mana cost at Level 18 if it kills 5 enemy units. Now, the real big change. Bouncing Bomb is now affected by Satchel Charge's knock back. This allows Ziggs to use Satchel Charge for even more uses! By setting down a Satchel Charge at max range and then throwing a Bouncing at it, the Satchel Charge can extend the range of Bouncing Bomb by 650 units~ (the initial knockback causing the Bomb to be knocked back 400 units and then an extra 250 units of bouncing approximately). This extends the maximum range of Bouncing Bomb to 2050 units if Ziggs uses Satchel Charge and Bouncing Bomb.

W- Satchel Charge

  • Now refunds 50% of it's cool down if nothing is damaged, hexploded, and if Ziggs isn't knocked back by the Satchel Charge itself. This is reduced to 30% cool down refund if only enemy minions are hit by the Satchel Charge. (50% Refund Cool Down: 13/12/11/10/9 seconds) (30% Refund Cool Down: 18.2/16.8/15.4/14/12.6 seconds)
  • Now knocks back non-champion units twice as far (and high) and stuns them for 0.5 seconds upon landing

These changes are to give Ziggs some more minion control and to support the previous change. The Satchel Charge cool down refund BOTH increases Satchel Charge's zoning capabilities and allows Ziggs to use Satchel Charge to send both his Bouncing Bomb and Hexplosive Minefields flying further. This allows Ziggs to more often use the new Bouncing Bomb feature especially. The increased non-champion knock back allows Ziggs to break pushes easier when enemies are using a minion wave to tank a tower for them. By using his W on the minions, he can knock ranged minions out of turret range (500 units away max) and melee minions further into tower range. Most of the melee minions should be killed by the time knock back ends and the landing stun wears off. It sounds impractical use of Satchel Charge but don't worry, Satchel Charge has 30% of it's cool down refunded if it is used this way perfectly as to not hit the enemy champion, but hit the enemy minions.

E- Hexplosive Minefield

  • Hexplosive Minefield is now affected by Satchel Charge while it is flying mid-air, causing the bundle of bombs to be knocked back the same distance as a Ziggs within the radius would be. The area where the Hexplosive Minefield will land is highlighted while the Hexplosive Minefield is flying over the Satchel Charge's radius.
  • Now refunds half of it's mana cost if none of the mines deal damage to an enemy unit

Similar to Bouncing Bomb, Hexplosive Minefield can now be launched by Satchel Charge for increased range, increasing the maximum range to 1300 from 900. This plus the mana cost refund allow Ziggs to further increase his zoning potential with Hexplosive Minefield and Satchel Charge. However, if he uses Satchel Charge this way, he is missing out on some zoning with Satchel Charge itself, so this tactic would likely only be used in the rare yet still frequent enough situation in that Ziggs needs to stay far away from his enemies yet still zone them. This would likely happen in Siege situations, which are Ziggs speciality.

3 Comments

Azure Hamster1 votes

This is really intricate, and some of the cooldown refund mechanics are pretty illegible. I like Ziggs, and welcome more interesting gameplay, I just worry about the legibility of the game long-term if they continue to add this sort of complex stuff.

Caitlyn

Paladin 0f Life1 votes

As a ziggs main I would love if satchel could be used more but the fact is that the counter play is it is used offensive or defensive making room for opponent which is fine. Q early level sustain I take 4 mana regeneration runes and no biscuits cuz biscuits arent worth sacrificing dmg. So it would be nice for more manageable on Q

Kiharon1 votes

There seem to be two categories of suggestions intermixed:

  1. More uses for W

I think W is fine as it is now and does not need any additional things attached or pushed onto it. These changes would give little actual power (a bit more effective range on Q and E if you use W as well) in practice at the cost of extra mana and a cooldown best kept for other uses and possibly being difficult to use (needing to have W in place at the right time and place to get the extension you want).

Ziggs has plenty of zoning and poking power already and doesn't benefit enough from this change to be worth a portion of his power budget.

  1. Mana/cooldown issues / "whoops, I missed" compensation

The E and to a lesser extent the W mana/cooldown refunds seem like just a way to make missing less bad. Missing a spell should be painful and should be a waste of a cooldown and mana. Alternatively, even if nothing takes damage, the spell can still be useful for the zoning it performed.

The W cooldown change could make sense to enable the additional interactions you suggested with it, but as I don't see them being useful, I don't see the cooldown needing decreased.

The Q mana refund does actually require killing units, and as such, rewards "good play" with it. However, I think he can address this issue with itemization instead. The preference seems to be to take item 3165 , but taking a item 3003 instead will give you a much larger mana pool with much better sustain if you aren't killing champions often. I do not generally find myself having mana issues once I finish the AA Staff, but the few games I did go Morello, I recall having mana issues more often. You can change out AP blues/quints for scaling CDR runes and end up with similar stats late game, with a more ramped/less spiky power curve.

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