Xerath and Counterplay
I have two issues with Xerath (this is coming from a Xerath main):
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Q's charge vs cast delay. Right now, it has a long cast delay for what is effectively guaranteed damage. Then again, this may be because I'm colorblind so playing against Xerath makes it harder to see the lines on the ground. I'd much rather (unless it's a colorblindness issue) have his Q have a shorter charge time but with a slightly longer cast delay to give people more of a chance to move out of the way as him charging it in the current system just makes you want to try to leave his radius which is rather, well, huge. This change would give him a bit more safety in teamfights while allowing lane opponents a better chance to avoid his damage.
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When you hit with his ult, you don't feel like you did well. You feel like the other person failed to dodge. Yes, you could always increase the radius, but I don't think his ult in its current form could ever be fun for both sides. I honestly think it needs to be completely changed. My idea is as follows:
Arcane Eruption: deals 100/150/200+30% AP to the target area at mouse location with 350 radius if uncharged. Damage is dealt 0.5 seconds after Xerath stops channeling; if the ability is interrupted, no damage is dealt. While charging, energy cracks appear in the ground in the target area and the target area follows the mouse, though the longer the charge, the slower it follows the mouse. Every second (with interpolation in between) of charging, the radius is reduced by 70 units and the damage is increased by 50% multiplicatively (damage = (rank_damage+0.30xAP)x1.5^time_charged). If charged for five seconds, the ability will cast automatically.
At max rank then with a full charge, you're talking 1519+227% AP to a single pixel on the map. A more realistic charge of 3 seconds puts you at 675+101% AP to a radius of 140 units. This gives Xerath, his teammates, and his enemies plenty of chances to make good plays.