Small Concern for Shen's Gamplay Update (Just my 2 cents)

ExecutorDill··1 votes·504 views

Hi there I've been a dedicated Shen main since preseason s3 and been playing this game since s2 with earlier accounts. (Consistently through s3 through s4 and now back just a month and a half before worlds).

I have a few concerns and small suggestion for each part of his kit.

[Ki Strike] It is a very staple and intricate part of his playstyle. Static cooldown basic attack empowering passives aren't exactly unique (JarvanIV and Nocturne share a similar feature) But what makes Shen's so important to his kit is the energy you gain from it. I'd really like to see a different passive on shen whether offensive, defensive or utility just as long as it is noticeably rewarding in game. The reason i'm torn however is because i've adapted quite a liking to his way of regaining energy out of all the energy champs.

[Vorpal Blade] I am quite sure Rito will make and equally fun and interesting Q for shen's 1v1 trades and laning experience. My only 2 concerns is the range of the ability and the way he regains health from it after rework (considering it still gives him health)

First off the healing: As binary and uneventful swishing blade against an enemy and getting a breadcrum of health back each second may seem. I've taken a liking to it as it is deceivingly strong when emphasized in build and baits your enemy in to a duel they would otherwise run from if the power was more prominent and visible (such as the healing in big chunks that Fiora, XinZhao Darius and Renekton have) allowing me to save my taunt to secure my kill after getting them low, rather than trying to keep up with it. Unlike Shen's Q sustain in bursts tend to have a much briefer period of healing and is more noticeable to play around and counter when you consider the enemies coolddown's and your item choices, although fulfilling as bursty healing is I would not want it on shen unless he is allowed more sticking power outside his shadow dash just like how the before-mentioned bursty sustainer have multiple ways of closing and staying on thier enemy built in.

The Range: I either want Shen to have a long range poke to harass and deal damage to far away targets or a short range aoe jab/slash with strong defensive or and offensive power for being able to get up close to his target. So basically "Shoot for the Stars" with ocassional poke or "Double Down" on melee combat power.

[Feint] I know you will give him something good. Personally I'd prefer a form of damage mitigation/evasion that is strong at first rank and slowly increases in power (so E can remain the max 2nd) even if that mean removing the damage reduction on shadow dash because I really only use it to either lock down target, draw focus for team or to escape (and ocassionally shutting channeling abilities and stealth users because that is fun xD). Rarily I use it to reduce damage on myself for 1v1 dueling and I'd rather that remain the task if W because since I started maxing E second on the current shen, I generally forget W is there until im low or I maxed it out.

3 Comments

Gare Jordans1 votes

Shen main. Less than 50 games with him. Choose one.

ExecutorDill1 votes

[{quoted}](name=Gare Jordans,realm=NA,application-id=3ErqAdtq,discussion-id=NLapqvnK,comment-id=0000,timestamp=2015-11-19T05:29:35.824+0000)

Shen main. Less than 50 games with him. Choose one.

Wa?

ExecutorDill1 votes

Oh and last but not least (can't add to post cause my touchscreen phone won't let me scroll down post). I would really really like shen to get some sort of personal benefit for learning stand united and putting ranks in it, much likeTahmKench's Abyssal Voyage.

His old self shield was nice but unfortunately it gave him to much saftey when doing his splitpushing thing :/ So I think a small passive tied to it would be nice like 3/5.5/8% Reduced damage taken from critical strikes and aoe spells or 10/20/30 impenatrable armor (meaning this is flat armor that is unaffected by any form of armor penetration therefore making %penetration much weaker on you). Same can go for magic resist.

Or taking 20% of your max health in damage (calculated after resistances not before) increases all forms of self healing by 20/25/30% and gives you 25 flat movement speed for 3 seconds.

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