Suggestion - Make Syndra Feel More Fair for the Opponnent While Rewarding Syndra for Good Kiting
Hello. I love my Swyndra
. However, even though I love my Swyndra, when I see clips like Syndra 100-0 the enemy ezreal when she missed ALL her abilities like in Week 7 Day 2 Game 2 - P1 vs FOX G2 of the lcs, it makes me sad to see her ult act like a veigar ult that you don't even need the target to be low. Even if the Ezreal overextented, bought 0 MR and was 3 levels down while Syndra pulled off a 6 sphere ult and used two ticks of ignite, I still don't think it feels any good for people playing against her. Therefore, I would like to propose a change that would make her feel more fair, while compensating by rewarding Syndra players for kiting well (since I think she's balanced right now in terms of power level and I don't want to gut my Swyndra).
R: Only spheres that hit enemy champions (via q spawn, w throw or e knockback) count towards the ultimate (past the ones orbiting Syndra). Passive Q : When maxed, summoning a sphere that hits at least two enemy champions heals Syndra for 4/6/8% of its damage dealt before resistances (in addition to maxed spheres last 8 seconds from 6 when maxed).
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This would prevent plays like flash ulting without hiting any basic ability and things like you see in the clip where the enemy successfully dodges all her abilities but still dies to a point and click (in the example above, Syndra would have done 508 LESS damage before resistances with this change, making the play completly impossible).
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This would introduce a way to deal with Syndra's burst through forms of in-game skill rather than just counterpicking or counterbuilding
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After being a burst mage, Syndra's second nature is being a kite mage (Q/W no cast time, W slow/ E knockback + stun and wants to deal all her damage without being touched). However, Syndra currently struggles a lot in late game teamfights compared to other control mages. This would reward Syndra in those kind of scenarios for kiting properly.
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Why make the heal only work when she hits at least two enemy champions with one q? : In order to not make Syndra have an overbearing heal in stages of the game where the laning phase can still be in place, reinforcing the idea that it's for teamfights and not 1v1's and to reward Syndra for good q summons
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Why keep the previous Q max of the 8 second sphere duration and not change it to 8 at all stages of the game? : To not make Syndra's Q zoning to overbearing in the laning phase
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Why not just make her ult a skillshot? : This would put Syndra in the gutter even with number buffs. Syndra would a way too hard time hiting squishies in a teamfight, making her burst incerdibly unreliable. She could not succed with this change. Her burst needs to have counter play but be possible for Syndra's who play well. Also, Syndra is already weak vs assassins, which is ok, but this would make her completly unviable against them and take away the small room for outplay that she has.
This change should lower her lane pressure, help her in extended teamfights and add that delicous skill cap that us Syndra players love. As a note, Syndra's average ult damage will go down, especially for players who are not experienced with her, but not take away the identity of Syndra being primarly a burst mage since she will still have access to her burst.
If Syndra becomes too weak, here are proposed follow-up changes:
- Refund 40% of the total ult cooldown for ults that were negated by an ability and put on cooldown
--> Syndra has many champions that have a way to completly negate her ult damage via an ability in their kit
. This is completly fine in terms of outplay potential and the opponent should be rewarded by winning the fight. However, it feels really bad for the Syndra player that has to wait the full ulti cooldown to even have a chance against them in a future fight. - Adjust ult numbers to make it a small nerf for 3 ult spheres, dead even for 4, small buff for 5 and a buff for 6 and 7 (which will be hard to do with the change) -->Example: Damage per sphere: 90/135/180 (+20% AP) --> 110/155/200 (+20% AP) -----------------------Minimum total damage: 270/405/540 (+60% AP) --> Minimum total damage: 250/385/520 (+60% AP)