Can we please give Akali the outplay mechanics she was promised?
DISCLAIMER: I understand why she was nerfed, this post isn't about her power.
Her point click mechanics are admittedly too reliable and are causing her to get nerfed every year. But on the other hand she doesn't feel fluent at all. You expect a ninja assassin to be fluent and to pull off cool combo's. To me, it feels like she needs a rework and in very important places.
EDIT: Changed E as it was bland.
#[Twin Disciplines] Problem: Free fockin’ stats m8. Solution: Needs to become a gameplay oriented passive. An example would be to let it interact with her mark. “Upon triggering Mark of the Assassin, Akali ignores unit collision and restores some HP”.
Argumentation: No more free spellvamp, but still some sustain that she can only get if she uses MotA. The intent is that this healing will always be less than the live version. The two effects are still in line with the Twin Disciplines theme.
#[Mark of the Assassin]
Problem: It can be extremely obnoxious to keep eating this as a melee opponent. No counterplay other than staying out of range, which can zone you.
Solution: Make it a skillshot with higher base damage to compensate. Kama range: 800. Kama speed: 1600. Kama width: 50. Initial damage: 50/75/100/125/150 Everything else remains the same as live.
Argumentation: The skillshot nature allows for more interesting dynamics between Akali and her opponents, and will combine in a more healthy way with her ultimate. More on this later.
#[Twilight (Ha! Gayyyyy!!!) Shroud]
Problem: NONE.
Her W is a very strong tool for local mobility, zoning, fight resetting, juking, etc. Strongly in line with her theme and rewards proper execution from players on both sides, especially after the changes to it.
#[Crescent Slash]
Problem: Her E is complete crap again. It is a self-root which feels clunky. Next to that, the removal of E proc removed synergy which adds to that.
Solution: Rename to “Balanced Strike”
Make it a targeted attack that utilizes her R kick animation and that allows her to dodge damage.
“Akali disappears and becomes untargetable for 0.5 seconds, after which she appears behind her target and deals 4/5/6/7/8 (+0.01 AP)% max HP.”
Cooldown: 8/7.5/7/6.5/6 seconds. Damage:
Range: 200. Cast time: NONE. Energy cost: 50/45/40/35/30
Argumentation: We have enough assassins with AoE spells. Force Akali into the single target DPS category. This will give her the weakness of not being able to clear fast, but the strength of messing up her target. Note that this skill has no base damage, only % HP damage. The reason for this is to give Akali a chance to still do some damage if she gets set behind. As it is, she’s feast or famine. Riot has addressed her feast, but not her famine. This also adds to her outplay potential in a timing/prediction based fashion.
#[Shadow Dance]
Problem: Her R is what makes her kit broken. It’s not so much the 800 range part, it’s the way it combines with her Q. Her two most damaging spells are faceroll. Having access to this much power in a way that doesn't leave you with many options is why Riot is never going to buff her.
Solution: “Akali can blink towards targets who are Marked. Upon kill or assist Akali gains 100 Energy. Cooldown between blink: NONE Damage: 200/250/300 (+0.6 AP). Blink range: 900.
Argumentation: If I still have your attention, allow me to explain why this is better. The faceroll has been removed. With this change, we force one spell (Q) to become more conditional, and then we constrain the other spell (R) to the Mark. So if she misses, she has to walk up to you to deal damage. If she hits, you can still juke to avoid the second Mark.
Akali no longer has 3 dashes. At most, she can have 2. The blink (instead of dash) compensates for that. The range increase is to allow some leeway in case Akali hits a max range Mark but the target is slightly faster and moves out of range.
Instead of an annoying cooldown reset, Akali simply gets some resources. This will only benefit her, provided her cooldowns are up. We will be able to see more interesting builds revolving around CDR come up for her, other than the Gunblade+Zhonya+Tank.
It is possible for tanks to intercept the kama, which forces Akali to choose her fights better. The double mark is still present but requires you to make an effort to hit them.
Akali can have 2 Marks up on different targets, so we can expect to see some interesting plays come up.
#[Review] This version: Full damage combo at level 18 against 2000 HP opponent: (Q+R+E+AA) x 2 Full base damage (no AP): (150+300+145+160+113) x 2 = 1736. Time to dish out this damage: 7+ seconds. Chance to fail: skillshot-juking, peel based, body blocking.
Live version: Damage: (115+145+250+130+67.8+113) x 2 + 250 = 1891.6. This is including the extra R charge and the base AD ratio of E. Time to dish: 8+ seconds Chance to fail: peel based only.
As you can see, my version does less damage in a less reliable fashion, but has more outplay potential, fluency and reallocated utility. Would it need a buff? Would Akali players be happy with this?
Discuss.