Shadow Walking: A different approach
Hi Riot Team. I have an idea on how to create a better experience for other players vs Evelynn as well as playing the champion herself. Is it great? Is it rubbish? It's up to you. (I apologize in advance. I'm writing this after a 10-hour shift.)
It is hard to approach any one aspect of Shadow Walk's mechanics with the idea of tackling problem after problem. We all know how the ability works. Spend time out of combat to get reduced detection radius and a nice mana buff if we happen to be wandering back to camps between ganks. Perhaps we are applying the term "stealth" too tightly in game talk and design. The way Shadow Walk seems to work on live as of now is divided into 2 states: You're not really invisible to champions. You're also not really visible when you satisfy the visibility requirement (for the sake of this point, lets count the bright Eye/Exclamation Mark as a GFX particle. It does alert the subject to her passive being active, which is critical as simple as it may sound). Only until you act or take damage are you truly "all there". The green things make you laugh as you sip your tea and take a bite outta that pastry. Balancing Shadow Walk so that it is beneficial to
while at the same time, isn't so overly annoying to her haters is no easy feat. I can't help but feel that there exists easy solutions to Shadow Walk as a whole in the upcoming preseason. So without further delay, please consider the following.
Wards.
In the upcoming preseason, Riot announced changes to the way the vision system interacts with the different stealths available. Currently, Evelynn already possesses the ability to avoid being spotted altogether by
. The
ward properly does it's job currently and will continue to do so through the change. But there is still the issue of how little counterplay there is when
decides to visit a lane in the earliest phases, as well as through its continuing phases (without the use of
which at this point is a standard buy).
Early Game
It's no surprise that
enjoys an early-game prowess that is nearly unrivaled by majority of other Jungle based champions out there. For that early portion however, given the thematic concept of stealth changes to be introduced for the first time ever in League of Legends,
could reveal
on the Field safely enough without actually revealing her on the minimap in order to bring some positive and negative new facets of gameplay around the mechanics behind Shadow Walk without damaging or otherwise completely altering the way the champion works (
is patiently watching the map perhaps for a good opportunity to heal a distant ally... unless she's sharp, she would likely miss that
creeping into the tri-brush for a sneakster style flank, but her
just may catch it out of the corner of her eye).
Roaming
As games progress, the power of Shadow Walk fluctuates. Sometimes, it is completely inactive, not doing much beyond providing you with extraneous safety when returning back to lane or when simply passing from point A to point B in some instances. It's mana buff ensures that while
is enroute, her mana pool is guaranteed complete refill without ever visiting the pump in a downward-scaling amount of time, that she is frequently able to cast at a monster camp after a given timeframe, and that she can simply wait out the said timeframe in complete safety (given that she isn't somehow being revealed which
will likely know in most cases, same argument goes with her pattern of ganking with timing). This change would most definately bring relevancy to the games meta involving early trinket warding in key spots when vs Evelynn, but requires more attention to details around the field in order to capitalize on this relevancy (point being that counter-play would exist to those willing to acknowledge it). In an already strict ruleset of limiting True Sight
usability, this would alleviate some of the pressure of placing True Sight in less than favorable or otherwise awkward locations just to combat early Shadow Walking. Many teams would sigh in relief now that they can erect webs of vision based around the enemy team's potential, instead of just one or two champions should they choose to do either of those options.
Detection.
Thanks to the particle provided by the reworked version of Shadow Walk currently Live, all players that have vision of Evelynn do get clear indication on if her stealth is being "broken" or not. The uncanny thing happens when a player realizes that they have to "break" her Shadow Walk stealth by applying direct damage to her health bar (small side effect of the pass to Combat Status during the
rework a short while back). If she is allowed to walk away unscathed, she retains all of Shadow Walk's bonuses and is no longer detected. There are many cases where any other champion would be severely punished pulling off the proximity stunts that
is capable of. That is good! It is a rather unique feature to her kit and it is part of what makes playing her so entertaining! However, where is the counter play? Even if the subjected Champion were to place a
right at her feet,
could simply jettison to safety never to be seen or heard from again (over exaggeration at the right moment*[slayer-jinx-wink]*).
Detection by Champion/Turret , at that future time, could simply deactivate
Shadow Walk if she is marked as being detected. But why? In a way, Shadow Walk negates an enemy's ability to react properly. Yes, you see her. Yes she just slipped past you accidentally. No there is nothing you can do about it because she's still "invisible" even though you know she just walked past you. On the other hand, it presents a challenge to the enemy that they should be readily able to choose to act on, but cannot due to the way Shadow Walk functions passively (pretty much always) and extraneously. Shadow Walk is doing it's job when around
, pets, and minions. It obviously does it's job when she is trying to outrun a chaser as long as she can outpace them. It seems to do too much when setting up for a gank, as well as a buff camp. In late game, it does its job far too efficiently when it comes to game ending potential. That's also good! Very good! She is a Champion afterall. But counterplay should exist beyond redirecting all True Sight towards answering one Champion's tangent niche. If only there were some way to see
walking up the front steps, or even before that. She's only got 68 hp but she's about to crawl back to the shadows, and
just isn't going to cut it. Should she really have so much freedom? Yes, that is an intended part of her kit! Should there be so few options to counter play her freedom without the need of using drastic measures (
,
). I want to say No. The True Sight could be amped up a bit in her case. Throwing a
at her or a possible Great Escape route, or simply
ing the hell out of her hair to prevent the stealthy widowmaker's clutch fail-safe ability at bay for one last opportunity (#DRAVENBIGPLAYS
) would be a great reactionary decision to make in countering
's ability to escape unique niche situations.
This is why I propose that
specifically, reveal through Shadow Walk in the field without displaying her on the minimap itself. This would work best with the current mechanic in place behind
's Shadow Walk indicator particle which only shows up around Turrets and Champions. (She wouldn't know that it is warded, but to anyone watching that ward will be .... REWARDED)
The other proposition is that
, and True-Sight by Champion/Turrets should deactivate Shadow Walk (if she is not in the shadows, how is she able maintain Shadow Walk?). Also, casting
could do more to combat this mechanic besides checking to see if she's going home in that brush cover 500 units away from a last-hit focused
and minimap-distracted 
Here's the TL;DR, but I really hope that you take the time to get the line of reasoning for the proposition of these changes.
My take and suggestive Shadow Walk ability change ideas. Walk within range of
to be temporarily revealed while Shadow Walk maintains activity (still reap benefits). Walk within range of
or other True Sight to be fully revealed with Shadow Walk deactivated until outside of True Sight detection range. Be within the reveal radius of
's detection flag to have Shadow Walk delayed! There you have it.
Thanks for your time. Have a great day! [slayer-pantheon-thumbs]