I seriously think we need to have a discussion about enchanters in this game moving forward
I made a thread about this before, and it didn't get much traction. For the most part, I got written off as someone that plays 4 million mastery's worth of champions I don't enjoy...somehow. That's not the type of discussion I'm trying to generate with threads like these. What I am trying to do is get the wheel rolling on this topic because I think it's a serious issue with the sub-class. Rather than just generally spraying grievances, however, I'll focus on specific champions as I go so the thread's easier to follow and understand. The main point to get across is this: Enchanter champions generally feel outdated, unsatisfying, and don't vary enough in strengths and weaknesses in League of Legends in 2019. Since this thread's MASSIVE, tldr at the bottom.
Case 1
: Weird how I say "Case 1" and I'm not even looking at a specific enchanter, right? That's because this is a specific issue with all of them, and that's that they're SUPER similar in strengths and weaknesses. In a balanced League of Legends, what's the weakness to Soraka? Hard engage (and Grevious Wounds but no one knows what that is so I digress). What's the weakness to Sona? Hard engage. How do you kill Karma? Hard engage. Yuumi? Hard engage. Lulu? Hard engage. Each enchanter shares the same weakness of "Well, if they just all in with burst, I die. If they don't, I just use sustain moves and I'll be straight". The sub-class is defined by sustain so it's not the worst notion to have, but look at warden champs and how different they are? Shen is decently strong for early dueling and split pushes with global presence and AA-canceling fields. Poppy blocks dashing skirmishers, assassins, and divers and ejects fed carries from fights. Braum blocks projectile burst and synergizes with AAs from allies. Taric has aoe invincibility and cc that can be connected off of allies. Super varied play styles with different strengths, weaknesses, and lane positions. Meanwhile enchanters are all funneled into the same general thing of "Heal/shield while trying not to get all-in'd early so you can scale your heal/shield into the later stages of the game...in the non-scaling position". Any time they try to make a different enchanter style, they simply splash "enchanter" as the
sub-class to something else
. It perpetuates this issue of "all enchanters do the same thing", and they largely do. You see it whenever someone says "Yuumi's just a better Soraka" until Yuumi's nerfed or "Nami's just a better Sona" until Sona's broken (because she occasionally ends up broken) or "Sona's just a better Soraka" or whatever. You don't hear people saying this about most champs in the game...except Vi/Camille, but Vi is in DIRE need of a game play update by now, anyhow (especially with Sett coming out...Vi doesn't even have a W...like REALLY...).
Case 2
: The issue I see with this champion comes in 2 spots.
A: Sona has, for ages now, struggled with giving satisfying feedback when being played. Having your kit be so..."limp dick" unless everyone plays around you just isn't satisfying, and half the time she's seen as a bad champion solely because she feels like a bad champion, even if she's influential in the match.
B: This idea of forcing Sona to be this "insane hyper carry support" has gone on long enough. It runs directly counter to why we want supports in the first place. Supports are here to support late game carries, not BE late game carries (Senna isn't that strong late game before anyone pipes up with Senna. She's an early game carry if she's played carry). Why else would Double Lift play her as a carry so much last year? Because, when it comes to supporting, Sona's kit has been bad for that for years. She literally makes a better bot lane carry than she does a support. Think about how wrong that sounds. Only reason it didn't catch on in solo queue more is because it takes a bit of teamwork to get it down right.
Solution: Sona's needed a game play update (a real one) for years. I doubt it's ever going to happen because DJ Sona exists, but this whole "hyper scaling aura" jig is just not it. I'd personally look at her passive, her Q, and her E as spots for improving the character. Hell, even a new ult could be a spot for improvement. Just give this character real game play.
Case 3
: Janna and Lulu both dominated the hell out of the Ardent meta. During season 7 worlds, they both garnered 50 games each in the support position, making 100 games in total that had either champ or both in the whole event. Here's the issue.
A: These champs are super similar in what they offer, where Lulu's defense is more focused on singular targets and Janna's is more aoe, but they're still very similar in what they do (cock block diving enemies). This actually isn't that bad (if you want to have defense against diving enemies, but one of these gets banned, you don't want to be perpetually stuck), but what IS bad is how little counter-play there is to this interaction. Janna, to the very least, has SOME nuance to her abilities (charging/preemptive aiming of tornado + either sustaining heal with R or quickly using it to disengage and flee), but Lulu's abilities offer very little in the way of counter-play outside of "Throw more divers at it". It's very uninvolved, static game play...also Lulu looks like a Crash Bandicoot Warped graphics rip.
Solution: Offer a game play update to Lulu, largely focusing on her W and E abilities...maybe her R. It's nice she has strong synergies with marksmen, but she offers so little counter-play when she's good that she's largely problematic. Passive and Q are fine, and I'm honestly decently fine with R, too, but Polymorph needs some nuance to it so opponents can ATTEMPT to attack her team without being hit by the Polymorph -> instantly dead true combo. On Janna's end, W could be a more interesting spell, and E would feel better not being a degrading shield anymore, but she can remain largely the same and it'd be fine.
Case 4
: Soraka has had an issue with being toxic to deal with...pretty much forever. Her original kit was filled with auras and auto-aimed attacks, and her new kit was a heal-spamming machine that invalidated lanes. It's only after gutting her early game healing that bot lane was able to break from her grasp, but now the flaws with the character are laid bare. Here's what I see as issues.
A: Soraka does practically nothing but heal. Back in 2010, this would be fine. Now? We could do some more interesting stuff with the character. Hell, they REMOVED the interesting stuff they used to have (sweet spot on Q and the ability to heal more if you hit more people). It'd be more fun if she wasn't so 1-note.
A+1/2: Soraka does practically nothing but heal. Back in 2010, this would be fine. Now? Not only would it be more fun if she had more functionality, but she could definitely use more functionality in some spots. Something that pushes her synergy with at least some class of champions over the other would be grandiose.
Solution: I don't think she needs totally new abilities like Sona or Lulu, per se, because not every enchanter is going to feel safe from ganks and all-ins. It's not their calling card. What I do think Riot should do is give Soraka's existing abilities new elements. Soraka used to have magic resist shred on her Q. Honestly, that would be REALLY COOL to have. Maybe add a different buff to her W when she recently lands Q instead of that wimpy gradual heal? I don't think you'd have to do an insane amount to make Soraka more fun, engaging, and useful to have (without being overtuned and without relying on people forgetting
exists).
Case 5
: This last point is a point for all enchanters (and by extension, all supports, honestly). What I'd like to point out is that Riot plays it super fucking safe with the types of buffs/debuffs enchanters provide in ways that kind of baffle me.
Most of what enchanters do is heal, shield, buff movement speed, root or stun, and slow. There's some nuances, like attack speed buffs or damage-amping to AAs, but it largely boils down those 5 things in some fashion. Meanwhile there's plenty of ideas for how you could support your team being dished out to non-support champs.
: AS debuff
: Magic resist shred (seriously why is this on Evelynn?)
: AD debuff
: Literally QSS
: Burst resistance/tenacity buff
/
: In-kit Grevious Wounds
: Near-sight
: Synergy with other people's hard cc
Look, I'm not saying "Give enchanters all the stupidly crazy effects". What I am saying is that we've BEEN lacking creativity in this space for a long time and there's no reason for it when we're able to give an assassin MR shred and a late game hyper carry a Quicksilver Orange. I'm not even asking for these exact same kit elements, but I AM asking for Riot to be more creative when it comes to future work on enchanter kits and the types of things they're allowed to do instead of creating different ways to ultimately do the exact same thing. It'd be more interesting and make nuance between picking one or the other more meaningful.
TLDR/Summary: Enchanters as a class are very static characters that largely offer the same benefits in the support position and lack creativity in their implementation in the game. Some, like Sona, desperately need attention in the form of an update. Others aren't as bad, but could definitely use a touch-up to modernize and/or diversify their game play. Although I wasn't able to talk about each champion (primarily Karma), I hope I was able to get my point across in how much I think Riot's been slacking with this sub-class. As far as I've seen, the only other sub-class Riot's been dropping the ball on harder than enchanters are artillery mages...and that's a whole other can of worms.