My new idea for a Zed mini-rework:
These are my ideas for a Zed mini-rework in order to make him more balanced:
P - Contempt of the Weak:
- CHANGED: Basic attacking an enemy champion below 50% maximum health deals 6/8/10% (based on level) of the target's maximum health as bonus magic damage. This effect can only occur once every 10 seconds on the same target.
Note: Can no longer be used on minions, making his farming more difficult.
Q - Razor Shuriken:
- CHANGED - Same Target Hits: First Shuriken does 100% damage, the second one does 75% damage and the third one does 50% damage.
- NEW: Landing multiple shurikens on the same target, reduces Living Shadow's remaining cooldown by 4 seconds. This effect does not increase the more shurikens hit.
Note: Hitting multiple shurikens now does less damage, but reduced Living Shadow's remaining cooldown instead. This will allow Zed to trade with his target more often, without lowering the cooldown of his escape tool, and would make landing his skill shots more rewarding, without dealing more damage.
W - Living Shadow (UNCHANGED):
E - Shadow Slash:
- Cooldown increased by 1 second at all ranks
- NEW - PASSIVE: Proccing Contempt of the Weak refunds 50% of Shadow Slash's total cooldown (Does not include marks)
- CHANGED: Enemy champions hit by a Shadow's slash are marked for 3 seconds, landing a seperate spell on a marked target deals bonus magic damage equal to the same amount as Contempt of the Weak.
- CHANGED: Landing multiple slashes on the same target does not deal additional damage, but instead reduces their armor by 10/12/14/16/18 (based on level) for 3 seconds. This effect does not increase the more slashes hit.
Note: Shadow's E no longer slows, instead marks the target, landing a seperate spell on a marked target deals bonus magic damage in the same amount as Contempt of the Weak does at the time. Landing multiple slashes no longer slows either, but instead reduces the target's armor.
Just FYI; Hitting multiple slashes on a target does not apply the mark and then pop it directly after, it instead just applies the mark, reduced the target's armor, and then requires you to hit a seperate spell or wait for your E to go off cooldown again.
R - Death Mark:
- Living Shadow spawn point changed to: next to target at the side of the cast location (infront), from: cast location
- Zed's landing point changed to: next to the target at the opposite side of the Shadow (behind), from: behind the target
- CHANGED: For the next 3 seconds, the mark stores all of the magical and physical pre-mitigation damage Zed deals to the target, detonating at the end of the duration, dealing 100% AD (+10/20/30% (+5% per spell landed on the marked target) of the stored damage) as physical damage.
Note: He is now required to hit spells to amp up his R damage. His landing point and Shadow placement is now very similar to how it used to be back in season 3, except the placements of Zed and his Shadow is now switched, which is basically combining the new placements with the old placements in season 3. Their placement is now also in regards to Zed's own position instead of the target's, making it easier to predict where he appears. This is to make him less frustrating to play against without making him noticably weaker. Also the reason I like having Zed always land behind the target (next to the target at the opposite side of where Zed was when he casted his ult) instead of landing infront of them is because it makes his tower-diving riskier. These changes would make his ult harder and riskier to use as well as giving it more counterplay, while making it stronger when used correctly.
Quick rundown:
- Q does less damage the more shurikens you hit, but reduces Living Shadow's remaining cooldown by 4 seconds instead (Does not stack).
- E's cooldown has been increased, but 50% of its total cooldown is refunded when proccing his passive (does not apply to marks).
- E no longer slows, but instead marks the targets hit, hitting a marked target with a seperate spell deals bonus magic damage equal to the same amount of damage that his passive does.
- Hitting multiple Es on a target no longer slows either, but instead reduces the target's armor.
- R's damage has been reduced, but increases the more spells hit on the death marked target
- Zed's shadow now spawn infront of the target instead of at the cast location when using R. This would make his ult more aggressive, but also riskier to use.
- Zed and his Shadow's landing point when using R is now in regards to Zed's own position instead of the target's position, making his landing points easier to predict.
What I hope to accomplish with these changes is to raise Zed's skill ceiling by quite alot, making him weaker in low-elo but stronger in high-elo, and making him less frustrating to play against without nerfing him to the ground.
Thanks for reading! Let me know what your ideas are! Friendly feedback and constructive criticism is encouraged!