Rek'Sai ult update

DorkunedAuras·5/22/2017, 8:59:16 PM·17 votes·1,685 views

So, I've been playing Rek'Sai on the PBE. I love almost everything about the new kit. Faster healing on passive, higher Ratios so she can actually do damage. Far lower tunnel reuse CD. Everything feels great. Except for one thing. The lynch pin that's supposed to bind everything together that fails to do so. Her ult.

Her ult feels pretty terrible to play. Sure, it's visceral as all hell, and thematically cohesive, but all it can do is execute. It feels impossible to follow up on your ult as Rek'Sai. You dash to them and you spend so much time sliding afterwards, and travel so far, that you cannot attack them afterwards. I understand that it has a massive missing HP ratio, so it's implied to be used for the kill, but any sort of large dashing ult should be designed with entering a fight in mind, not just ending it. It feels like ulting to enemies is just a way to do some damage and put myself in a really terrible position, unlike so many other dashing ults. The fact that she ends up so far from the target just means that it's virtually unusable for actual combat.

Please Riot, Improve something about this. Let Rek'Sai follow up on her own ult. Here are some ideas I came up with to improve it:

  • Attach a slow to it (unlikely, but hey, brainstorming)
  • Make her travel less distance through the target.
  • Make her stay locked on through the whole dash, Warwick Style
  • Make her recovery after the impact faster

If anyone has other ideas, I'd love to hear them. If we can get a nice big discussion going, maybe we can get the designers in here for a discussion, because honestly, it just feels bad.

23 Comments

Legacy Hydralpha5/22/2017, 10:56:37 PM7 votes

From what I've seen Rek'Sai is meant to solo dive a target with her W and then keep on them with ult. So it works in that way, and I agree that she should be able to recover out of ult sooner.

Variks the Loyal5/22/2017, 10:33:04 PM6 votes

I think it's a playstyle issue. I haven't played Rek'Sai yet, but the intention is not for you to use the ult to initiate, but rather to reinitiate.

The intention is to play Rek'Sai as you do currently, sort of, using your tunnel as your main gap closer. Knock up the target, do some damage, and then escape through your entrance tunnel before ulting back in.

But again, I haven't had the chance to play her yet.

invisiblecat15/22/2017, 11:57:50 PM3 votes

It isn't necessarily that she does more damage, but if she builds some damage items now, she can do more damage, but building full tank is not as good

Sexy Jack Rabbit5/23/2017, 9:46:18 AM2 votes

It'd be interesting that if you Ulted while Above Ground it was more of a diving motion, and you ended Underground.

Whereas if Ulted while below ground you ended up above ground.

Mira Arya Enthe5/22/2017, 9:17:18 PM2 votes

I agree it kinda stunk. I would attach a micro fear where they tremble in place for jist a very very bried moment. Even if that required some tuning on the damage numbers.

SexyBabyJesusZ5/22/2017, 11:38:32 PM1 votes

i really want to main rek'sai again, i miss playing her all the time and crushing nerds dreams.

i played her on pbe and i really like her, but what you said about the ult is 100% correct

InsaneKiller025/22/2017, 9:36:06 PM1 votes

Maybe they should give it a 20% current health or 20% missing health, and you take the one that deals more in the current situation (kinda like old WW Q who did flat dmg or % health dmg, which was greater).

I think the 2 scenarios where you will use ult the most are :

  • You spot someone with W, land Q and R them for a niche kill coming out of nowhere (where the current health would be much better, and the missing health wouldn't scale only from the Q damage)
  • You gank, they flash, you ult to secure the kill (where the missing health would be much better, since they already lost some HP from the gank).

I tried her as well (against Target Dummies though, lol) and I gotta agree I didn't like that she went so far from them.

If it's not planned, to make her be able to R in W (if it already works this way, please excuse me but the ability was a bit bugged) so she has a full second to assassinate someone before dashing out. In the other case, she has to W then W to knock up, which slows down her combo and can give just the extra second her enemy needs to join her team.

Overall I'm pretty satisfied with the rework, she seemed really weak before, so that's that. I OTP'd her for a full season before stopping playing her almost completely. I'm glad they gave her more damage, but I still felt the ult could be a bit better. Maybe her Q could have a small reduction in scaling (0,4 -> 0.35~0.3) and shift that loss of power into her ult, to make her more of a threat once she hits 6.

She was played mostly as a counterjungler (we could even see E maxes for the 2 secs tunnel), so adding a % current health on her R would still encourage that playstyle.

FlameHalbrdOkido5/22/2017, 10:29:26 PM1 votes

If she can't still ult to tunnels globally I will be sad.