Enchanter problems and my Ideas on how to solve them

MuffledGarbage·10/1/2017, 10:05:21 PM·1 votes·153 views

What people want from enchanters is to give them Counterplay that can be reacted to!

Nobody ever complains about heals such as Alistar Taric or Rakan because their heals are situational enough that If you get these three into the correct situation, you will be healing for 300-500-ish health per second.

Why does nobody complain about these three when their healing is THAT high?

It's because they have Pre-determined conditions that allow them to heal for that much and without those conditions, they'll be healing for a LOT less.

Pre-determined conditions that are easy to understand, and simple to figure out in-game.

If a new player fights against a Taric, Ezreal botlane and they see that Taric doesn't heal when he's not doing "the double hit thing after he casts a spell"(passive) The new player has a chance to figure out that Taric is weak when you don't let him do "the double hit thing"(passive).

Same thing goes for Ali and Rakan. Most newer players can figure out that "getting hit by enemies is BAD". As a result, when a Rakan uses his Q and heals his fellow laner, there are no complaints from ANYONE about Rakan's healing.

Alistar at first to a newer player might SEEM to be healing randomly, but once the newer player right clicks on Alistar they will notice his passive stacks and simply read it to find out how his heals work.

When fighting most of the enchantersSona Soraka Lulu Janna Karma , there is little of this type of counterplay found.

The only two enchanters that give counterplay that is telegraphed in a similar fashion would be Soraka and Karma.

Soraka is a good design for an enchanter. At first glance she can just use her W to heal allies a ton and keep them healthy, HOWEVER then a new player starts to notice that as the ADC's health goes up,Soraka's health goes down.

A new player can notice that an enemy Soraka is REALLY is fishing for that Q hit when she's at low health. This hints that the enemy Soraka has to hit her Q in order to gain back health(similar to Rakan ).

If a new player takes a look at an enemy Lulu, they see absolutely no counterplay at all. If the new player engages then Lulu simply turns them into a Frog, Bat, Cat, Doggo, Floof, or Fairy for 1+ seconds while running away and slowing the new player.

If a new player Is about to get the kill but then Lulu ult comes in for the first time, the new player knows to bait it out now. The second time the New player attempts to bait it out and successfully does so... only to use up summoner spells to be safe(with most champions)

If a new player gets point-and-click W'd by Lulu then they will notice that they are getting hurt by something they CAN'T AVOID. The new player will get Q'd by Lulu and proceed to get slowed and tilted.

Lulu needs to have more counterplay in her kit. What'd be a good choice? One for starters is to change the color of her Passive and her Q. They are nearly identical and provide not much more information to a new player besides "Her autos do a lot of damage" when it was REALLY her auto, passive, and a Q.

Lulu should have her W Cooldown be increased to 18 earlygame, her E cooldown be 20 earlygame, and W and E should scale in cooldown to live stats, her passive autobolts should Give Lulu Extra AP scaling in her Q, W, and Ultimate While giving a Buff stat window to allow new players to see "Lulu's next spell will be EXTRA good!" or something along those lines.

Now those changes give Lulu a specific Niche of a "poking enchanter" while giving her enough counterplay and clarity of moves for players to work around.

Karma's problems as an enchanter stem from her Ult-Shield bot lategame and her Oppresive earlygame. She needs another rework and It'd be best to let Karma mains handle that( Mostly because I don't play karma enough to know what's super fun about her. Nearly all the complains I found about playing her were about her lackluster lategame decisions and her early-game oppressiveness)

All people want from Janna is to make her more interactive in lane. Riot had a change recently removed from PBE and replaced with current Janna changes. The original changes would have made her WAY more interactive than her current changes. Her W was going to be reworked to do Less base damage, more scaling damage, have a smaller overall cooldown, and Refund some of Janna's cooldowns.

That was a change that the community WANTED from riot, it was a good change that made Janna's optimal play to get in the enemies faces more often and take risks.

Unfortunately the change didn't go through and the community was Befuddled by Riot's decision to change Janna to become LESS aggressive when Riot clearly stated that they wanted Janna to be MORE aggressive and interactive.

To put all of Sona's problems properly, She's a point-and-click champion... without the point and click.

The Two areas of skill expression in her kit are her Passive and her Ult.

Every other ability is supposed to be spammed, almost all the time. This creates a playstyle of "KEYBOARD.FACE. SMAAAAASH"!!!

She needs a Sion Poppy Yorick Warwick level of rework.

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