Can we nerf ahri's safety/consistency to give her damage that does more than tickle
Ahri has been in a rough spot for a long time now. Her mobility makes opponents hate her. The reliability of R-W damage (possibly plus ignite) causes complaints every so often (she missed charm and orb, and still bursts the adc [although honestly she must have been fed for these to happen]). Meanwhile her lack of damage makes her feel underwhelming to play in Lane, and make her feel useless late game if she's not hitting a charm on a priority target, often necessary as a R-engage from a flank. I can consistently go 0/0/0 in Lane with her, but getting kills without jungle support is nearly impossible (while it's also too easy to survive against anything that's not huge amounts of targeted damage or targeted cc).
After putting MS on her Q as "compensation" for DFG removal, she's been hated by those playing against her, but also not fulfilling the gameplay of those playing on her (poking in Lane, then going all in behind a charm / ult charm / flash charm). She simply can't poke enemies down (even if hitting everything, she runs out of mana before she gets kill threat) low enough to get an all in, because her all in burst is so low now. However any extra damage seems unwarranted in her current state, as her initial 58% win rate after these changes were implemented shows...
So i have a few suggestions to allow ahri to fulfill her gameplay fantasy (having enough damage to be a threat in a solo Lane) while also not being OP (reducing her mobility/safety or consistency of that damage). I'll order them from smallest change to largest, where ahri's W sees larger changes the further we go (let's face it, people hate on her for having guaranteed damage, when her W is auto-targeting [much weaker than actual targeted damage] and generally the least fun to use part of her kit).
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Make the MS boost on Q scale with rank in the ability. This won't make too much room for more damage, but it does at least make it harder for her to dodge skillshots when trading in Lane, and brings back her more vulnerable pre-6.
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Move the MS boost from Q to W. She'll need to burn a lot more mana (she's using q anyways, not w) if she wants to dodge stuff. Also no longer very useful if enemy already on you (fires will shoot automatically right away). Also won't create all that much room for damage, but noticeably more than 1.
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Do both 1 and 2 (MS on w that scales with rank). Makes more room for damage (W is maxed second or third, so she won't get the better kiting potential until level 13 or 18).
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Change her W ability. On first cast it gives 3 fires like it does now, but they don't auto target. The player can then re-cast up to 3 times (cooldown between recasts of, say, 0.375sec) to shoot the fires as skillshots (relatively fast missile speed, stopped by first enemy hit, short range [similar to current w range, less range than q]). Would allow ahri to have a lot more full combo damage, as she'll only get the W off if she lands a charm (and at ranks 1-2 or 3, she'll probably only manage 1 or 2 w casts on her charmed target, and allies can intercept the w damage still). Her ult would be the only non-skillshot ability in her kit. Could also allow fires to deal (potentially bonus) damage and explode if they make contact with an enemy champion before being recast (but not reapply the cooldown, or should it). Additional hits on the same target should probably no longer do reduced damage (since they're all skillshots).
With 4, you could leave MS on q, or move it to W.
I think the last change would be the best to make ahri's w actually feel impactful and with counterplay, but any of these changes would make her a healthier champion that's both more fun to play (and actually capable of getting kills by herself) and more fun to play against (either less mobile so more easily punished, or more skillshot oriented so more able to outplay against her).
Thoughts? Do you think ahri is in a good place already (please comment, I'd like to know if most people don't actually feel this way!).
couldn't kill a Shyvana with
(she may have had less at the time, that was her final build) through hitting nine fires on 3 Ws, all 3 R casts, one charm, 3 double sided Qs, and Ignite. Oh, and it was post 30min and I had Gathering Storm. I'm ignoring the probably 6-9 autos I got off as well, since she did have loads of armor. She literally had no stats on boots and 3 pure armor no health items, one tank item and one bruiser item (both giving only health) and I couldn't do squat to her (in hindsight, why the hell was she running, lol).
E : AoE knock back + long range stun
E : 2.2 sec slow + 2 sec sleep (also long range)
Q : 2/3 sec snare
E (R-E) : 2 sec snare (also can double snare)
W : basically an ahri charm which can be procced by non skillshoots abilities
Q : 2 sec stun
E : 1.5/1.75/2/2.25/2.5 sec stun,blocking dashes,locking enemies in a zone for 3 sec