Warwick Remake Suggestion
Just a suggestion. Here it goes.
Warwick
Passive: Warwick gains 20/40/60% attack speed (levels 1/9/16). Whenever Warwick falls below 50% health, he gains 15/30/45 extra magic damage for each auto attack, and heals equal amount of health per attack for the next 10 seconds. If he gets a kill or an assist while this effect is triggered, he keeps this effect for additional 4 seconds. (180/120/60 sec cooldown)
-> So Warwick's W skill (attack speed buff) became a problem recently, which caused it to be nerfed to 6 seconds from 10 seconds. This fixes that problem, with an attack speed buff as a passive that is not too much nor too small. Additionally, the 50% below health thing makes warwick's Jungling more... balanced. It still can jungle well, but not as safely as before + notice the extra magic damage per auto attack only triggers for few seconds when warwick is below 50% health, meaning when Jungler Warwick ganks at level 6, his damage will be pretty weak with the Remade Ult damage (see below). This makes Warwick not too OP even with the jungle items and stuff.
Q: Warwick strikes a single enemy, dealing 75/125/175/225/275 (+1 AP) magic damage, and healing for 80% of damage dealt. Additionally, the enemy is marked with a hunter's symbol for 3 seconds, and if Warwick auto attack the target, symbol explodes and the target enemy receives 4/6/8/10/12% of its current health as magic damage (max 200 for minion/monsters). Cooldown: 10/9/8/7/6 Mana: 60/70/80/90/100
-> This is definitely a buff. 10 less mana costs at all levels, and adding that extra % current health damage. Notice I removed the (or 8/10/12/14/16% of max health damage - whichever is higher) thing away, and instead put that 12% current health damage thing so Tank Warwick could still do some damage against tankers.
W: Warwick lets out a shrieking howl creating a hunter's field around him (moves along with him) and also gaining 10/15/20/25/30% of the extra armor/magic resist (not total) for the next 6 seconds. Any enemy nearby is slowed by 10%. All enemies inside the hunter's field deals 8% less damage to any allies inside the hunter's field other than Warwick. Slow Range: 1600 Hunter's Field Range: 700 Cooldown: 14 Mana: 60
-> This "slightly" improves Warwick's pre-6 level ganks. Well, it slows enemies for 10%. Not too much, but still useful. the armor/magic resist thing makes Warwick a bit more tanky, and the % damage reduction overall makes Warwick more viable and flexible to use at all lanes - even as a Support! (well I still do support warwick this the current one, but it still is a bit troll).
E: Passive: Warwick senses non-stealth enemies under 50% health within a wide range. When he senses them, their movement becomes visible on the map, but Warwick does not share their vision. (Similar to Reksai) Active: Warwick starts to smell better, now sharing vision of all enemies below 50% health within the range (still not applicable for stealth enemies), and gains 30/35/40/45/50% movement speed for the next 10 seconds if there is one below 50% health. (if enemy is no longer low health during the duration, the movement speed bonus stops) While he has the movement speed bonus, the duration of crowd control Warwick receives is lessened by 30%. Range: Same as now Cooldown: 22/21/20/19/18 Mana: 30/35/40/45/50
-> This is a nerf + buff. Warwick sharing vision with enemies all the time is a bit "too much" and you basically always turn on E from mid game on, making it feel like Warwick does not even have an E as a skill but as a passive. This changes that. Warwick now has to use mana and activate this skill to share their vision, but when he does, he gets 10% more movement speed than he does now along with some tenacity against CCs. This helps the immobile Warwick.
R: Warwick suppresses an enemy champion for 2 seconds, triggering on hit effect 5 times, dealing 100/200/300 (+2 Bonus AD) magic damage. When he successfully suppressed enemy champion for the full 2 seconds duration, he quickly regains 8/10/12% of the lost health over 2 seconds. If enemy breaks free during the duration of his ult, Warwick breaks free too. Cooldown: 100/80/60 Mana: 100
-> Suppress duration is increased from 1.8 seconds to 2 seconds. Ult damage ratio is same, but basic damage is nerfed again! And instead of that 30% life steal which no one can practically "feel it's there" right now, is replaced to regaining % of the lost health ONLY if he successfully suppresses the enemy for 2 full seconds.
For jungle Warwick: His jungling will get slightly faster, and will be slightly less safer with his new passive. Even when he gets the on hit damage jungle item, his level 6 gank will be not that strong, although his ult duration is increased to 2 seconds. Also, he now has W skill to help him gank (although it's not that much).
For lane Warwick: I'd say it's a buff. He will be able to sustain more in his lanes, and in the late game with his E skill tenacity stuff he will be able to move more freely for a "walking by foot" type champion, helping him to focus enemy carries. Also, his Q skill is stronger, making him able to trade damage better. Right now his only damage dealing skill is Q, so in lane, he is a very weak-laner. This changes that a bit (although he still has to auto attack once after his Q, so if enemy runs away he cannot pop that, and he will just get beaten up after).
What do you think? I definitely think Warwick has to be changed "only a bit" to fit in the current meta. And, I think "jungler has to be there before lv 6" meta will almost always be there, meaning Warwick will almost always be useless in upper tiers. I'd say we leave his Q, E and R alone, and tweak with his passive and W.
Last Remark: I think the W idea is a bit weird, so if by any chance Riot gets few possible ideas from this suggestion, I recommend noting the Passive and E. I especially like the new E I made up there. Plus, it would be best if Warwick then gained either from below -
- additional skill other than Q for the purpose of damage dealing (Lane Warwick)
- slight improvement of pre-level 6 gank (Jungle Warwick) and the new passive I made up there makes it so much easier to incorporate other types of skills in Warwick's skill set, while keeping the health regen "fighter with endless heals" concept, and making lv6 gank not too op even with the jungle item.
THE POWA!!!