Syndra lacks weakness and 100-0s carries too easily
Just had a game where Syndra could 100-0 my adc with 1 R @ level 18. This is not OK. There is no place for squishy champions on a team versus Syndra, and that is an extremely large portion of the cast. There should be no champion in League of Legends that commands such power that they can, without any setup, have a button that instantly takes out someone from a fight unless they're a tank.
(also, why has she been nearly consistently buffed? her original design has never had any trouble competing with other mages outside of ones that were ultimately nerfed)
Furthermore, the changes made in 7.1 do not aid with lack of counterplay. Dealing 20% bonus true damage is NOT a nerf at the expense of 0.1 on an AP ratio (60-90 damage late game).
She is a bundle of stats that few champions can ever hope to match. Her 6 is strong, her pre-6 is safe, she counters the ganks of many champions as well as denying many champions ability to get in close quarters to her team. She is probably the best backliner in the game right now who fits well into any team composition.
It is apparent that her design was intended to be one that should follow the design mantra of easy to learn, hard to master. Getting 5 balls on the ground isn't hard to master. In fact, there's little need to even consider ball placement. There has, and with the current item design trends, always will be, cheap CDR and mana sources in mage itemization. Getting all that power should come at a cost other than "I have no built in escape so I should have ridiculous amounts of compensation". Here's a few suggestions, combine them at your preference:
- Exponentially scaling mana costs on Q based on number of balls
- Lower Q cooldown, keep mana costs, increase max amount of balls in ulti
- Remove base damage from ultimate, scale it with number of balls on field
- Change force of W to cause balls to detonate, keep stats the same
- Change R's spell cast to become an intteruptable channel that pulls all her balls to her until she has drawn all of them and then unleashes them. She must be within about 400 range of a ball to pick it up, potentially scaling with rank in ulti up to about 600 range.
In summary, I think Syndra becomes too much of a click and kill no skill champion after a certain point in the game where her victory condition is just getting in auto attack range of an ADC. With the current trends in itemization there is little consequence to throwing out more Qs and every Q placed down only increases the zone that she can influence with no tradeoff because of her low cooldown.
Whether or not you agree with these suggestions I appreciate you reading through it all.
P.S. Give her an actual passive