So I made my own Lee Sin rework..Opinions?
So I built a Lee Sin rework after a long while, and i'm curious what players would think of it. I'm glad to change/flex numbers about and change some things, but give me some opinions on it? Is it good/bad, could use some balances, anything. Please leave some responses in the comments if you have anything!
Proposed changes to Lee Sin
The intent with reworking Lee Sins kit relies on the fact that there is very little counter-playability sewn into his kit. If he makes a mistake, there is always the opportunity to use another skill to reach the same results with very little thought or effort, making missing a skill not very impactful to gameplay. To emphasize landing spells and using energy properly, implementing a cool down-based con/pro system reliant on landing Qs and Safeguards shielding not being broken, we can allow players who are fighting against a Lee Sin have the opportunity to play more on his mistakes – and if he executes correctly, gain a bonus for himself. Lee Sin Health – 560 (80+ per level) 2000 at 18 from 570.8 (85+ per level) Health Regen – 8.8 (0.9+ per level) 25 at 18 from 7.425 (0.7+ per level) Energy – 200 from 200 Energy Regen – 50 (10 per second) from 50 (10 per second) Attack damage – 60 (3.445+ per level) 122.01 at 18 from 61.176 (3.2+ per level) Attack Speed – 0.675 (3.335+% per level) 60.03% at 18 from 0.651 (3+% per level) 51% at 18 Movement Speed – 340 from 350 Armor – 26.5 (3.81+ per level) 95.08 at 18 from 24.216 (3.7 per level) 87.1 at 18 Magic Resist – 30 (1.11+ per level) 49.98 at 18 from 32.1 (1.25+ per level) 53.4 at 18
Generally, Lee Sins statistical numbers are generally mixed but high in some standards (such as 350 movement speed and 61 AD at level 1), but this is under the sake of being a jungler and requiring high stats to survive the damage dealt out by the stronger neutral monsters now roaming the jungle. Most numbers were to reflect changes to emphasize higher damage, but lowering health early-to-late to weave importance to purchasing armor and magic resist items. His kit has both physical and magical damage mixed together, and this allows for his damage to be consistent and relevant throughout a match (especially in jungle). Overall, I raised armor, attack damage, and attack speed due to lowering his base numbers in his spells, though they get a 1.0+ per bonus damage to allow a scaling. I nerfed the inherently high movement speed since it was an overbearing number. Along with this, I changed some of the spells a bit – Qs first activation is magic damage, but the following is physical, the same applies to the E (with a new mechanic I’m curious of players would like) and would make playing Lee Sin more complex, along with keeping his damage effective against jungle monsters and scale more appropriately late game – they’ll still do damage and keep average, and can still be guarded against by proper armor/magic resist purchases.
Passive – Precision After landing a damaging spell on a neutral monster/enemy champion, the next 2 auto attacks against marked targets (those hit by Q or E) within 7 seconds will deal 3/4/5% (at 1-6, 7-12, 13-8) of the targets current health as bonus physical damage (max 250 to monsters). Each successful attack returns 15 energy to Lee Sin. The passive damage cannot be applied to the same target for 12 seconds, but energy regeneration per hit will still apply.
Q – Sonic Wave/Resonating Strike – 14/13/12/11/10 second cooldown, 60 Energy and 30 Energy, 1000 range, Lee Sin projects a discordant wave of sound to locate his enemies, dealing magic damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike, and his Safeguards cooldown is reduced, and half the energy of Sonic Wave is refunded. If it misses, it is increased. (Also, making the Q missile thinner, allowing for more precision in hitting monsters in jungle, and making it more challenging for him to land in-ganks and laning.) Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing physical damage plus a percent of their missing Health.
Sonic Wave – 60 Energy – Deals 50/70/90/110/130 (0.80+ bonus attack damage) Magic damage, and will allow the casting of Resonating Strike for 2.5 seconds. If Sonic Wave hits a target, the cooldown on Safeguard is lowered by 3.5 seconds. If it misses, Safeguards cooldown is increased by 3.5 seconds (which may put the spell on cooldown if it was available, or add additional time to its current cooldown). If Sonic Wave hits, 15 energy is returned to Lee Sin.
Resonating Strike – 30 Energy – Deals 50/70/90/110/130 (0.80+ bonus attack damage) physical damage plus 5% of the target missing health (max 250 against monsters), and Lee Sin dashes to the target marked by Sonic Wave.
W – Safeguard/Iron Will – 15 second cooldown, 45 Energy and 45 energy, 650 range Lee Sin rushes towards a target ally, shielding himself from damage. If the ally is a champion, they are also shielded. After using Safeguard, Lee Sin can cast Iron Will within the next few seconds. If Iron Will is used on a champion or Lee Sin himself, he gains better benefits from Iron Will. (Iron Will cannot be activated from leaping to a ward, or minion.) If Safeguards shield is broken before Iron Will is cast, Sonic Waves cooldown is increased. If Iron Will is cast, the cooldown of Sonic Wave will decrease.
Iron Will: Lee Sin's intense training allows him to thrive in battle. For 2.5 seconds, Lee Sins shield will return to full, as will the allied champions he has applied to them. For the duration, they receive increased armor and magic resist.
Safeguard – 45 Energy – Shield for 50/70/90/110/130 health (7/9/11/13/15% bonus health) to Lee Sin and the Safeguarded ally champion for 2.5 seconds. After 1 second, for the next 2.0 seconds, Lee Sin may cast Iron Will. If the shield was broken, Iron Will cannot be cast.
Iron Will – 45 Energy – if Safeguards shield was not destroyed, Reset Safeguards shield back to full extending its duration by 2.5 seconds, and increase you and the shielded targets armor and magic resist by 5/10/15/20/25 ( 6/7/8/9/10% bonus armor and magic resist) for 2.5 seconds. Activating Iron Will reduces Sonic Waves cooldown by 3 seconds. If Iron Will is activated and the shield from Safeguard was destroyed, the shields health does not reset, but the armor and magic resist bonuses will still persist for 2.5 seconds.
E – Tempest/Cripple – 12/11/10/9/8 second cooldown, 35 Energy and 35 Energy, 350 range Lee Sin smashes the ground in front of him, causing a wide shockwave in target direction that deals physical damage and knocks up targets momentarily, giving vision. If Tempest hits an enemy, Lee Sin may cast Cripple. Cripple: Lee Sin cripples nearby enemies struck by Tempest, dealing magic damage, revealing, and reducing their Movement Speed for 3 seconds. Tempest – 35 Energy – Deals 30/50/70/90/110 (0.5+ Bonus attack damage) Physical damage in a wide arc in front of Lee Sin, knocking up targets struck for .5 seconds in, revealing them. If Tempest hits a target, he may cast Cripple. Cripple – 35 Energy – Deal an additional 30/50/70/90/110 (0.5+ bonus attack damage) magic damage to all marked enemies, slowing their movement speed by 15/20/25/30/35% that decays over 3 seconds, and extending the duration of the reveal for the spells duration. (Cripple can still strike targets within 700 meters of where Lee Sin activated Cripple, but not past it.)
R – Dragons Rage – 160/130/100 second cooldown, No Cost, 250 range Lee Sin performs a powerful roundhouse kick launching his target back; dealing physical damage plus a % of missing health to the target. Enemies the target collides with are knocked into the air for a short duration and receive only the flat damage. Dragons Rage – Deals 150/300/450 Physical damage (0.75+ Bonus attack damage) plus 10/15/20% missing health to the main target struck, while the additional targets struck only receive the flat damage. The Main target is launched back in a line for 1 second, while the other targets hit are launched upwards for 1 second. If the main target strikes a wall, they will be stunned for 1 additional second.