Syndra's Ultimate & potential tweaks to it's power
Throughout my years in play, (although not high in level, which should not deter you from this post) I have witnessed many instances of a Syndra's ability to jump onto a target and eliminate them from the situation in the matter of a second. This usually makes it impossible to brawl with Syndra in a mono on mono fight. this usually occurs to the more squishy champs whose natural ability to survive is already limited as it is. My request of attention is centered around not just the raw damage but the amount of counter play it beholds for opposing players. Now before you retort like some sort of genius that has spotted a flaw, especially you lower tier players like myself, yes champions like Veigar and Nasus do have counter play with their one shot abilities, even though Syndra does not stack her own ability. Both require farm and the enemies inability to keep control of their farming capabilities, as well as Nasus in particular being melee ranged and lacking in range. Although his wither makes it easier for single targets, he cannot help himself if he is heavily crowd controlled from a distance. The problem with Syndra is that her ultimate can ruin some champions without the placement of some of her Q spheres. In conclusion I ask that her ultimate ap ratio and base damage is decreased in some way that significantly harms the individual sphere damage, but make the Spheres from her Q last longer whilst idle on the floor. This should equal out to the same damage as before, but in this case the opposing player can gauge how long they have before they should bail out or prepare to zhonya's. I see this change in similarity to the recent rework to LeBlanc where her damage was decreased by an understandable amount in order to force her to have to wait within range of her target for her passive to prepare and for her to finish the combo. Opposing players may have time to prepare to counter her next dash or turn the tide with their own tide of damage. TL;DR: Ultimate damage down, Sphere damage before despawn up; at total optimization this should equal the exact same amount of damage or around the same.