ZYRA MYMU Feedback and Ideas/Suggestions
As much as Zyra needed a new passive, I think it is a little silly that her new Passive and W are the same.... or really similar. It's really unnecessary, and I think it's frustrating not to be able to control where her seeds are placed when you need them. Instead of having her passive randomly generating seeds, her W should be more like Caitlyn's yordle traps- where her seed capacity increase with rank (depending on what Riot thinks is the most appropriate capacity- maybe 3,3,4,4,5 or 3,4,5,6,7?). Going back to this original mechanic, she should also retain her cooldown reduction passive on W. Additional suggestion (by other players): Zyra's SEEDS (casting W) become invisible after a few seconds, and DON'T grant vision.
It's also a little silly that her plants have both a death timer and health. It should be one or the other, as in like, Azir, soldiers only alive for a few seconds, or Heimer/malzahar turrets/voidlings have health until they are destroyed. What's the point of having both? Actually, the best would be to have a combination of both, as in Azir's passive turrets, a decaying health timer (the tower health decays naturally, but you accelerate it by hitting it or Azir leaving its vicinity). Additional suggestion: Zyra's PLANTS (casting Q/E on SEED) grant vision, and retain attack mechanisms (being like Heimer's turrets).
In conjunction with the above two ideas, her seeds should have a high cost in mana (maybe around 15-20% of her mana). The thought is this: Zyra should grow really cool/helpful flowers/plants that can deal damage (or apply CC) and have a higher duration, but they come at a high cost. As she ranks her W, increasing seed capacity and cooldown, she can grow a small garden of plants that aid/protect her, if played CORRECTLY and SKILLFULLY (JUST LIKE REAL GARDENING).
Since Deadly Spines (Q) has a lower cooldown and Rampant Growth(E) has a longer cooldown, it is really only fair that Thorn Splitter has a lower health/timed bar than Vine Lasher (or balance accordingly).
The idea is that Zyra's playstyle/kit is like Heimer (plants act like turrets) combined with Ekko/Jhin (setting up traps and predicting/punishing enemies). She can plant seeds discretely/carefully, and grow them into flowers/plants when the enemy least expects it- but at a high cost. There is potential for planting a garden, but she can also have a couple plants on the field for her.
Since I've voiced my distaste for her new (and old) passive, I offer some ideas/suggestions:
- Her plants borrow a slight/% amount of her armor or magic resist when she's near them
- Her plants last longer/gain more health if they have killed an enemy champ (or minion) or the enemy champ/minion has died near them
- Zyra gets a certain (small) amount more HP or AP or for every live plant around her?