Ryze QoL changes (aimed at non-pro play)

PopcornBunni··2 votes·323 views

It's no secret Ryze struggles quite a lot below Master and even Challenger tiers, but his power needs to be restricted because of how fast his rotation and combos are in latency-free environments, as well as because of the exponential power he gains from coordinating roots and ults with his teammates. Not only that, but his fast rotation also makes for some of the strongest wave clear in the game when ping is nonexistent.

Some changes have already been made recently to help when it comes to latency, but more changes could stand to be made to increase the potency of his waveclear when ping and randomized minion/turret aggro go against his favor, as well as to make his ult less reliant on teammates to be useful in solo play.

Overload (Q) A change for the battlemage that lets him have access to the battle portion of his class a little more easily. Instead of needing to awkwardly keep his spell casts on cooldown to have a shield ready, if Ryze can afford the risk of some minion aggro, he'll have more readily available runes to manipulate. In addition, Ryze's mana scaling lets him build defensively while still adding damage. To compliment this, his shield could stand to scale a bit better with the defensive items he builds NEW: Hitting a champion with a basic attack refreshes the duration of Overload's rune charges Shield amount bonus mana scaling 3% -> 5%

Rune Prison (W) Ryze's infamous point-and-click hard CC -- it has been a large part of why he can never be made too viable in low level play without being an absolute monster in organized play. Recently, its base snare duration was lowered from 1 second to .75, with the goal of making it a little less potent for setting up a full rotation and/or team followup when unempowered. However, its fluxed up version is still a nightmare when Ryze has support following up on it, and it limits what can be done with his "knobbiness" (That is, the indevidual damage, range, and other number tweak "knobs" that can be adjusted) to balance him. This spell also recieved a damage boost recently, being seen as an area to help Ryze's solo damage without drastically effecting his impact at higher levels, and it seemed to be a success. This is following up on that damage increase. Flux-empowered Root duration: 2 seconds -> 1.5 seconds Bonus Mana damage scaling 1% -> 3%

Specifically, this tripling of his Mana scaling matches the previous 20% -> 60% AP scaling buff he received

Spell Flux (E) Ryze's E is the main calling card for his waveclear as well as his combos. Currently, the spread of flux is handled in such a way that setting up a kill on a single minion in a wave means he can obliterate that wave in a split second -- as long as he doesn't have ping to worry about. This change is designed to slow down his waveclear at higher levels while making is much more lenient for solo and normals. Current: Flux transfers to all near-by enemies when the flux-marked enemy dies from one of Ryze's abilities Change: -> Flux transfers to a single near-by unmarked enemy when its owner dies by any means

In other words, Ryze can mark a target and finish it off with an auto attack, and the flux will still transfer to a near-by enemy. If one of Ryze's allies, a minion, or a turret take the cs instead, it will also move the mark to a new victim. In contrast, flux no longer would transfer instantly over an entire wave, instead needing to be recast to increase Flux's spreading influence.

Realm Warm (R) While Ryze's ult has a very potent niche in organized play by setting up ganks and other team synergies, its use in more casual settings is more of an admittedly unreliable escape tool. This change aims to help Ryze get out of awkward situations without allowing the spell to be abused by setting it up and casting spells with improved defenses. NEW: Ryze gains bonus armor and magic resist throughout Realm Warp's channel as long as he remains in itsstarting location Bonus Armor and Magic Resist: 20/40 at rank 1/2

1 Comments

Alex h87211 votes

damn, someone downvoted you for no reason :( I like a lot of this, especially being able to keep the charged runes w/ an auto and the thing for e, but he's probably gonna need a more in depth rework unfortunately and may end up quite different from the machine gun mage i enjoy playing

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