Rek'sai Rework Rant (try saying that quickly five times lol)

HeroBeanChu··3 votes·2,442 views
League of Legends: Rek'Sai Changes Feature a New Ultimate

I have never used the league forums, but after seeing the changes to Rek'sai I just have to rant a little. As a Rek'sai main, I've played her since release and my view might be a bit biased but this is my opinion. For those of you who don't know, the Rek'sai rework was announced close to the Galio rework, and at the time we were told that her knockup was changed from an AOE knockup to a single target knockup and knocks back nearby enemies. It shouldn't be surprising that RekSai win rate would drop to 48.5% and a 1.3% play rate when first they nerfed her tremor sense AND the cool down of her tunnel from 20/19.5/19/18.5/18 seconds ⇒ 26/24/22/20/18 seconds. Before this nerf, you would usually max W second to lower the knockup CD per unit so you can knock people up more often during fights. However, you are now forced to max E just from how long the cool down is. I understand that the numbers from WWG are still in the works and nothing is confirmed but I will make my argument assuming those are final numbers.

What pissed me off the most was when they announced Galio's new kit, since RekSai's rework was anounced before Galio's. Before you judge me for being a salty Rek'sai main, let's consider Galio's new kit. AOE - All of Galio's abilities (including his passive) are AOE CC - W) Lane wide taunt E) Single target knockup (Vi Q) R) Semi global knockup that is around 1200 (over a lane in diameter) As well as his W passive which gives him a regenerating shield. SO Galio can have this super stacked kit, with 2 hard CCs and AOE in all his abilities but Rek'sai needed a nerf on her knockup cause she doesn't fit her 'identity'? That was the info we got and I know it's not that simple but cmon, it just doesn't make sense.

Thoughts on the Individual Changes Stated on WWG Rek'sai has pretty much never gotten a buff. Since release she has only been nerfed over and over again from her scaling to her base stats and then recently her W passive and E cool down. Based on WWG's article on the stated changes (haven't found any PBE notes so I'm using this as my source), in my opinion these changes to her are more suitable for a top laner than a jungler.

  1. The W knockup on an individual target is going to limit her teamfight potential greatly
  2. The single target knockup is going to make jungle clearing slightly more difficult
  3. The changes to her tunnel can be broken or really weak since the tunnels are really easy to destroy and changing the re-use cooldown to 2 seconds means that it is most efficient if you stay on one side of the map (good for sieging I guess)
  4. Since RekSai was meant to have a lot of mobility options, changing her ult removes her unique interactions with her tunnels which was one of her defining features. Her current ult gives her global presence, as well as flexibility for ganks or ulting from base to farm. Making her ult a dash to a targeted champion basically makes her similar to Nocturne Vi etc

Issue with Melee Auto-Reliant Frontline Fighters This may also be a design flaw, but personally I don't believe auto-reliant frontline fighters without (relatively) sustained cc are viable in League of Legends. Champs like Olaf can do well because of his 'go ham' kit with his Q slows and ult for CC immunity, and champs like Fiora MasterYi can frontline if they build tanky but they are designed as carries. In RekSai's case having a single target knockup CC is okay, however the extremely long cooldown on her tunnel would basically leave her little gap closers. If the changes do go ahead, item 3022 would probably be an essential item to chase people down (which is not a bad thing, however it limits the possible builds). If she fails a gank or engage with her E or ult, she will have no escape and/or get kited just like Garen due to her lack of range. That being said, that is my theory on why champions like Aatrox Volibear are very limited and unplayable. Another thing to note, RekSai is basically now comparable to a top laner when she is supposed to be a jungler with the exception to Olaf.

Issues with her Clear Sustain A rotation for the most dps for clearing camps would be Burrowed Q - Unburrow - Q+Autos - 3xAutos - Q+Autos - Burrow and kite - repeat. This is where it gets awkward. When you burrow, you gain HP based off of how much fury you gained from attacking camps over a duration of 5s. Since you usually burrow mid clear to get another cycle of burrowed Q and knockup for AOE dmg, you don't usually get the heal mid clear and usually from going from camp to camp. RekSai Is not the only jungler with sustain and her passive DOES need some change, however the changes stated from WWG would make her clears more awkward. (Tl;dr she gains fury quicker and regens health faster but heals less) Not only would this make her sustain weaker, if you wanted more HP mid clear you would have to burrow mid rotation and stop dps on the camp. Meanwhile losing more dps since the knockup per unit cooldown hasn't completed. The raise in her damage COULD help negate the health issue, however it still gives her less HP when going from camp to camp. In late game one of RekSai's strengths is that she can get low from a teamfight, do a camp and get basically half health from her passive. If this does become an issue, a change in the Fury conversion is all that matters. By lowering the amount of HP each tick heals, shes not going to be weak late game with the removal of her ult (so she can't base then ult back to a tunnel) and with less healing. Maybe that is a direction that Riot is trying to go for, but I feel like it will weaken her late game.

Rek'sai as a Vanguard I believe that these changes would make RekSai VERY similar to Aatrox, considering their relatively similar kits and roles with empowered autos, engage (knockup), and the aim to deal sustained melee dps in the front line. Given my previous argument, lack of range in her kit is going to limit her potential even more in team fights as she would be very vulnerable to CC with the more bruiser oriented playstyle. At least with Aatrox he has is E to slow and poke while RekSai only has her burrowed Q (which basically does no damage and used for scouting). According to Patch notes in 6.18, RekSai was meant to be a fighter (tanky with sustain dps) however her playstyle is more similar to a vanguard's (tanky engage). Which really surprised me because her whole kit screams 'vanguard'. This begs the question whether or not the champion design team just utterly failed at designing RekSai as a fighter, since she has been an incredibly staple vanguard since release. As biased as I am as a RekSai main, I think it would be way more suitable to consider RekSai a vanguard instead of forcing her vanguard styled kit into a bruiser/fighter.

Tl;dr All in all, I feel like these changes would greatly hurt RekSai as a champion. The changes made to her are more suitable to top laner as opposed to a jungler with the change in her ult and Passive sustain. On top of that, changing her role to a melee, auto-reliant bruiser will put her in a spot similar to Volibear and Aatrox (and you see their successes). Though this could be a flaw in the design of that specific class of champions, these changes merely put RekSai in that category. With a kit that has a gap closer, knockup, and tanky stats, I believe that RekSai is much more suited as a vanguard than a fighter and Riot should not force her to become a fighter with her kit. If she was meant to be a fighter than her design as a champion was a failure since her kit greatly resembles the role of a vanguard.

Disclaimer This is just my personal opinion and as mentioned I've never used the league forums and I don't know if this is the best way to address my concern for my fellow Void Burrower. However I just think these changes are ridiculous and contradict Rek'sai's kit and role.

8 Comments

Variks the Loyal4 votes

Personally, I've very excited for these changes.

I don't like playing Rek'Sai as an engaging tank who knocks up multiple people. I much prefer the idea of her as an opportunistic predator, closing in on vulnerable prey during the chaos using tunnels to dig beneath the enemy frontline.

I think these changes are a step in the right direction. A directed knockup takes away from her teamfight presence, yes, but it makes room to buff her in other areas. Her damage can safely be tuned up since she doesn't CC 2-3 people whenever she unburrows. They also have room to increase unburrow's radius to it's original state.

The only issue I have is the loss of passive Attack Speed on her ult rank up. It could make Rek'Sai feel a lot slower than she is right now. My suggestion would be to make Rek'Sai have 15/20/25/30/35% increased Attack Speed for her empowered Queen's Wrath auto attacks. Since she generates 25 Fury per attack now, it adds a lot of burstiness that we typically see from similar Divers like Renekton, Vi, and Kled.

The loss of Attack Speed will slow down her playstyle tremendously and limit how she can approach her hit-and-run playstyle. I see the idea; tunnel in, deal damage, use the same tunnel to get out, regen with Fury, ult back in, deal more damage. But without Attack Speed, that initial damage is going to end up being very low, I feel.

Perhaps I'm wrong, though, since we'll be able to much more easily reach a full True Damage Furious Bite.

I'm predicting her core build will end up being item 1400 item 3071.

Take item 3748 or item 3074 if you want even more damage (Most likely the former).

Use item 3143 item 3065 item 3068 item 3194 item 3742 for durability.

And a choice of item 3111 item 3047 item 3006.

Stars Shaper2 votes
Meep Man2 votes

What pissed me off the most was when they announced Galio's new kit, since RekSai 's rework was anounced before Galio's. Before you judge me for being a salty Rek'sai main, let's consider Galio 's new kit.

Galio's rework was announced FAR, FAR, FAR before Rek'sai's mini-rework.

Rengooo2 votes

it sounds like you want Rek to stay that super tanky front line pseudo engager thing that she was. But is that really what Rek should be? Look at her lore, her theme.. She should definitely be closer to a fighter/single target hunter.

I personally thought the changes look fantastic, but maybe that's just me. Also if her camp clear is weak like you said that's just a matter of a few early game numbers buffs..

Taliyah Rocks1 votes

I hate when they slap Bonus AD ratios into bruisers/tanks instead of %AD, it makes item 3053 completely worthless on them.

Reuven1 votes

To be completely honest with you, as a Rek'Sai main since she came out, we (Rek'Sai mains) didn't receive a single buff over the period of almost 3 years. I understand, that her theme might not go in pair with her playstyle, but perhaps sometimes it's better to change the theme rather than kit? Her ultimate makes her a global threat, multiple knock-up - a respectable opponent in teamfights and sustain is a pain in the ass for the enemy. I agree with OP, that her rework might not only hurt the loyal playerbase but it might be a step into wrong direction, rather than an improvement.

Shifting power from tank to damage is not that horrible, but changes to her ult is what I feel will hurt the most. Void Rush is what makes her pretty unique, allows to reposition and also makes her a global threat (corresponds with current theme). I won't even mention 60% bonus attack speed at max rank...

Overall I'm afraid of future changes...I've been playing Rek'Sai only for 3 years... imagine how does it feel to have your champion possibly destroyed. Deep in my heart I hope that these changes will be for the good...and I also know that Riot don't really care what we think tbh. Let's hope for the best, since that's all we can do.

The Lost Marbles1 votes

{quoted}

Void Rush is what makes her pretty unique, allows to reposition and also makes her a global threat (corresponds with current theme)

Global threats aren't exactly easy to balance, as we've seen with Riot's continued dis-satisfaction with the state of Shen.

figold6661 votes

After playing her a few times, I cried. She has little to no damage early, even when built as assassin. I was discouraged, so I tried tank. Tank worked out much better early game, but late game came, and I was steamrolled. They nerfed rek'sai's ability to be a tank by lowering her hp growth and fury regen. Her passive is basically useless past the first few levels. I would be much happier if they lowered that 1.4 ad ratio on his ult and restored his passive back. Or even his 5 hp growth! He can't deal damage when built damage, and he can't tank when built tank!

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