Ahri's nerfs are perfect to help define and support her roles

Lanofrose·2/12/2015, 6:19:43 PM·2 votes·903 views

Been on the boards voicing my thoughts on all of Ahri changes since DFG removal on the PBE (didn't like most of them) saying that both Mage and Assassin Ahri can be healthily supported but that riot was kind of tunnel visioning on bringing Ahri back towards her roots. (going so far as to say it wrong for the games health to support her as an assassin)

So its funny that when i saw these Ahri nerfs for 5.3 I got kinda excited (not just cause ill finally be able to constantly pick her in ranked in a week or 6) her nerfs helped to define her play styles with short range All-in spells (W,R) and Poke/Kite (Q,E)

**I revised a prev idea to support Assassin Ahri to work alongside Mage with All-in scaling % damage **(instead of just giving her a flat % at all times making for her presence to be scary at all given times aka fishing)

Since im trying to think from a balance team prospective I made a slight nerfs to keep power in check and a small mana switch on E,W to help R-E combo a little since it would require 180mana to pull off instead of185

EXAMPLE. R>E(All Damage from here is amped)>Q>W>R>R this is the combo you would use to apply charms DooM

R: Spirit Rush During Spirit Rush's Duration Enemies hit by Charm take 5%/7.5%/10%(Based on Ult rank) increased damage from Ahri for 3 seconds

**W: Mana Increased to 55 from 50 **

E: Mana decreased from 85 to 80 Scaling reduced to 45% from 50%

So tell me why you like or dislike the changes to get them more polished in concept also I will make a more in-death post in thread to keep this post shorter.

8 Comments

Sailor Mint2/12/2015, 7:31:16 PM4 votes

Ahri's entire kit is centered around Orb of Deception. Spirit Rush and Charm are merely tools to help you land double hits as much as possible

Icy Auron2/12/2015, 6:25:53 PM2 votes

The only problem I have when laning an Ahri is that her spells' mana costs are so incredibly low. They started to adjust this, so I'm fine with Ahri, especially since they'll be keeping an eye on her.

Lanofrose2/12/2015, 6:42:51 PM1 votes

Pulling these from an old thread but here is the reason im changing amp away from E always having amp to only during ult.

RFine also has a great point - Ahri doesn't /need/ her dmg% from charm due to her poke/kite pattern. If i miss my charm, but still manage to hit you from long-range, i can

A. Rinse/repeat poking you down until you're low enough that i'll kill you with raw base damages (thus landing charm is irrelevant)

or, B. Land my charm after you've taken poke damage, allowing me to just overkill your out-right.

those of you who have followed our assassin dialogue for a while now may be familiar with the notion that we feel assassins require 'variable combat ranges' to build an expectation/tension around their 'all-in' moment. i.e. Zed has Living Shadow + Razor Shuriken, gated by a harsh dropoff on Q's pass-thru dmg and W's high cooldown. Fizz can 'poke' with Playful Trickster in, Urchin Strike out (or vice versa), but at the cost of safety/heavy mana-gating.
http://www.surrenderat20.net/2015/01/red-post-collection-121-patch-update.html for full quotes.

So I have made Ahri a more clear All-in pattern (Ult into charm combo very counterplayble and recognizable)

1. She Had Mana increased on her poke and wave clear toning it down from before to make it more punishing to spam

**2. **Fishing is mostly gone from Assassin Ahri's kite as she wont just get amp from hitting charm ONLY if she uses ult making for more risk,reward

3. Assassin Ahri supported by not overbearing as her amped damage scales with LVL so she not just bursting you with free 10% at all stages of the game..so slightly helping her along but also keeping her in check.

4. Mage Ahri supported with all the recent changes (mostly left the same as 5.3) she just falls off a little less hard.

Lanofrose2/12/2015, 11:30:56 PM1 votes

Ran some of the number just to check how much damage at each phase of game and was thinking maybe 4% 6% 8% over 5%/7.5%/10% may work better since 10% is looking a little to strong but that why this is just a rough concept.

Ahri's Single target Damage at LVL:[3] [6] [9] [11] [16] [18]

5.1 Base [232.8] [604.8] [772.8] [964.8] [1264.8] [1325]

Scaling                        [195.8%AP]  [303%AP]    [303%AP]   [303%AP]   [303%AP]   [303%AP]

5.2 Base [220] [530] [678] [846] [1132] [1202]

Scaling                        [184%AP]    [274%AP]    [274%AP]   [274%AP]   [274%AP]   [274%AP]

5.3 Base [204] [514] [654] [798] [1084] [1154]

Scaling                        [184%AP]    [274%AP]    [274%AP]   [274%AP]   [274%AP]   [274%AP]

"5.4" Base [204] [533] [680] [862] [1164] [1234] W/% Scaling [179%AP] [278%AP] [278%AP] [289%AP] [296%AP] [296%AP] on E

Skill order QWEQQRQWQWRWWEEREE

5%LvL6 | 7.5%LvL11 | 10%LvL16**