Old Eve Main's Wishlist for Eve Changes.
Passive: Demon Shade Effect Radius: 700 After 1.5 seconds of not taking champion or turret damage, and 4 seconds of not attacking or casting, Evelynn is enshrouded by Demon Shade. Demon Shade grants Evelynn Camouflage and heals her for 10 - 44 (+2% AP) every second while active.
Eve's stealth is essential to her kit and identity, not having it until level 6 means she simply doesn't come online until 6. I understand why they delayed her stealth until level 6. With hard CC in her kit, her early ganks would likely be too strong with stealth. They also want the opposing team to be able to track eve and maybe back and pick up some control wards before 6 when they have to start actually worrying about Evelynn ganks. Honestly I'm ok with her not having stealth until level 6 if it's what has to be done, but I think they should try to balance her around having it at level one since not having it until 6 feels really really crappy. Hopefully some of my changes will address that issue.
Q: Hate Spike Range: 575, Cost: 12 - 20, Cooldown: 1.5, Barrage Cooldown: 0.5 Evelynn projects a line of spikes in the direction of her cursor, dealing magic damage to all enemies hit. The speed of the projectile decreases over its duration. Magic Damage: 25/35/45/55/65 (+30% AP)
Demon Shade: While Evelynn is in Demon Shade, Hate Spike can hold up to three charges. These charges can be cast at a reduced cooldown and do increased damage to the first enemy champion or large monster hit. Bonus Damage: 10/20/30/40/50 (+20% AP)
Hate Spike always deals this bonus damage to large monsters.
So the thing that really rubs me (and a few other Eve players I know of) the wrong way is the dart part of her Q. I understand why it's there. A skillshot to proc her charm, and to make its damage more single target. Imo though the dart part of the Q is just out of place and makes the skill almost feel like 2 different abilities instead of one clean and cohesive one. I feel like those objectives (skillshot and single target damage) can be achieved through a rework that just includes the spikes though. Also, I added Demon Shade synergy like on her E so the theme of weaving into and out of stealth to empower your burst feels more integrated into her kit. This version basically combines the old spammy Q with the bursty new Q while maintaining some of what they were going for with the dart, but without the dart. It's also a skillshot with a travel time which I personally would prefer to how the spikes currently work where you don't really have much control over where they go. It also means you still have to land a skillshot to get your charm, and the range is reduced. This means Evelynn has to be visible to you for at least a bit before she can Q you, giving you more chance to counter her. The buff to this skill is that Evelynn gains some of her sustain damage back, which I feel like is alright seeing as how as an assassin with no escapes on her base kit, it would be risky to stick around for extra Q casts, especially since it doesn't do as much damage as old Q with the numbers I put on it.
W: Allure Range: 1200 - 1600, Cost: 60 - 100, Cooldown: 15 - 11 Evelynn curses a target for up to 5 seconds. Evelynn's next ability against the accursed will expunge it, slowing them by 65% and refunding Allure's Mana cost. If left untouched for at least 2.5 seconds however, Evelynn's target will receive a hint as to her direction, and expunging the curse will instead charm the target. Champions charmed by Allure will have their magic resist reduced for 4 seconds. Monsters charmed take magic damage and are charmed for 2 seconds longer.
Casting Allure does not break Demon Shade.
Charm Duration: 1/1.25/1.5/1.75/2 Champion Magic Resist Reduction: 25 / 27.5 / 30 / 32.5 / 35% Monster Damage: 250 / 300 / 350 / 400 / 450 (+ 60% AP)
This is Evelynn's tricky ability. It's what defines her now, but it's also what causes a lot of issues and upset. Because she has hard CC and stealth, she isn't allowed to have stealth at level one, or any mobility outside of her ultimate. I'm ok with trading mobility for stealth and a charm, but I'll take some nerfs in order to be able to have stealth at level one. With the changes to Q, Evelynn won't be able to charm you before you get a chance to see her (unless she flashes) and fight back. Her Q now goes through minions, but with its shorter range and decaying speed, it should be harder to get a charm from range. Hopefully the Q changes would be enough to make fighting Eve feel more interactive. Maybe not enough to let her have stealth at level one, but hey I can hope.
E: Whiplash Range: 210, Cost: 40 - 60, Cooldown: 8 Evelynn whips her target with her lashers, dealing magic damage and applying on hit effects. Evelynn is then granted 30% movement speed for 2 seconds. Magic Damage: 40/80/120/160/200 (+65% AP)
Demon Shade: Entering Demon Shade refreshes Whiplash's cooldown and empowers its next cast to deal bonus max health damage and cause Evelynn to dash to her target in addition to its normal effects. Bonus Damage: 5% (+2% per 100 AP) Max Health
Made empowered E single target to remove a lot of hidden situational power where Whiplash could do like 18% max health damage to an entire team. Made the damage more base damage instead of max health damage to maker her better vs squishies without making her completely useless vs tanks, especially since Liandry's works better with her new/old Q. Not a necessary change though. I just like it better as a mostly flat damage nuke.
R: Last Caress Radius: 500, Angle: 180, Cost: 100, Cooldown: 140 - 80 Evelynn becomes untargetable and deals magic damage to enemies in front of her, doubled to enemies below 30% of their maximum health. She then warps backwards a long distance. Magic Damage: 125/250/375 (+75% AP) Empowered Damage: 250/500/750 (+150% AP)
Okay now we get into the visuals section.
Q should just be a line of spikes instead of a line of shadows that spawns an identical cluster of spikes on everything it hits. Make it its own projectile and have some variants to it. It would be really nice! Other than that I think her abilities look fine. I think they could add more pink highlights to Demon Shade on some of her skins but it's alright.
I think her lasher tips on Base, K/DA, Safecracker, and Shadow Eve should be shrunken down a bit. Imo her nicest skins are the ones like Blood Moon, Masquerade, and Tango where they make them less bulky and her lashers look more sleek.
Also, why does Eve look like this... https://goo.gl/images/CzyydY
When she could have looked like this... https://goo.gl/images/MMRXaU
This... https://goo.gl/images/cv4BcU
Or especially this... https://goo.gl/images/gUpAiX
She would've looked so great with horns and different looking shadow covering instead of what we have now which (no offence) looks kinda sloppy. You guys had some great concept art going around but in game Evelynn looks almost like a downgrade from it imo. :(
Anyways thanks to anyone who read this far and to anyone who adds their opinion in the comments. Eve was my favourite champion, and I'd love to see her get some love so she can be my favourite again!