What I am firmly expecting from the Swain rework
Over the course of four different accounts and the span of 6 years, Swain has always been my pocket pick and my most reliable.
I know every in and out of this fucker like the back of my hand. And riot has not treated champions kindly with reworks as of late....Nor have they asked literally anyone who played him what they thought of it.
Here's what im firmly expecting out of this character.
As he used to be, no matter how basic, his core root was commitment. He controlled the tide of a lane and a skirmish by determining who commits, what resources are spent, and how it goes.
Im in control here. I can throw things at you, and I decide where it ends. Im the pressing threat in the fight. You answer to me
While this is pretty cancerous in concept, older swain patches really acted this out fairly balanced and really well.
Referring more to pre mini rework, it has been shown that this kit can exist and can be balanced. So I dont want to hear that it 'just wont fit in this meta' or whatever.
#1) I want my ult cooldown back.
Its almost impossible in this current state to control the tide of battle when my ult cooldown is a fuckin eternity. Im in control. I decided right now was enough, and if they make the mistake of returning or misplaying, i should be able to punish them for it. Severely. 8 seconds was fine, 20 is terrible.
His ult is basically going to stay the same idea, I cant imagine how it wouldn't. Regardless, if you're keeping this tactician idea, the ult needs to stay at a low cooldown and be balanced around that factor. Forcing this champion to be ''all in or Q'' playstyle is just terrible
#2) Amplification
The reason all his abilities were able to support this idea of controlling the flow and resources, was because they all supported eachother in bringing out their full potential.
E increased the damage of the rest of his kit and autos and double stacked dots. Even increased ignite at one point. Low damage meant it was meant to be used supportively, not primarily.
Q slowed them as his primary dot tool, slow helped keep them in range of ult and helped land nevermove.
W kept them in range of Q and let you catch up to land your abilities.
They all supported eachother. They could be used in different combinations for different scenarios and were overall lackluster by themselves. this is how the kit should work. It should be effective based on how YOU the player use them, not their stats.
#3) Its okay to have a high skill floor
It really is. Its okay for characters to be bad in bronze. The problem is when you balance this around that fact and need to give them a handicap for those who cant play them well.
Every champion you have shown with a high skill floor has a handicap, and I really hope you dont do that this time.
Extreme potency on Q and insane mobility with W
Pointless number boosts
Low cooldowns
Extreme tether range
But this isnt about them. This thread is about Swain. The point is, you like to put handicaps on champions with high skill floors so that people who dont meet that requirement get something out of them, and its just excessive stats on those who can.
Don't do that. It's ok for bad mechanic players to suck on Swain. Its ok for people with bad game knowledge to suck on Swain. ITS OK. No handicap is needed.
#4) Keep the aesthetic
It goes without saying and you probably will get this one right. Swain's identity is a grizzled, experienced, old noxian general. Making him some fluid young man in movement is going to totally kill this.
While the current walking animation could use improvement, its on the right track. Stiff movement, limp, bold but indifferent approach.
Tyrant Swain movement is bad. Looks like a wizard prancing around. Just any old dude with a staff and a bird.
Keep the limp. Keep the stiff grizzled war general. That is who he is.
#5) Resource management
This ties into number 1 and 2. The mana restoration and health restoration are necessary for this kind of champion. I cannot control the ebb and flow if I am constantly lacking either.
Theres no real way to restore mana in lane, and his greatest period of influence is over by the time
reach full stacks. No need to make it oppressive, but the way it is now is a good example of how it should be. Maybe mana based on time in combat? Or damage dealt? Rather than just boring old killing units.
This is what I expect. Anything different from this would be a severe disappointment and a great piece missing from his character. Yes, i've seen the riot posts, and i've seen all the good word spread about how 'fun' he is and how good they think it is.
But they also said the same thing about 
and 
and
.
So forgive me if i take your word as basically nothing.