My question to Riot about Elise's vision (Warning: extremely long!)
Elise perhaps, has the most coolest kit and design- in my opinion. Though she has a great theme and vibe when playing her, her role or gameplay is really mushy. In the champion spotlight, they describe Elise as "Elise is a hybrid between a ranged mage and a melee assassin or fighter. It can be somewhat true that she is a mage, however at the time being, she is not an assassin or an adequate fighter. She is very vulnerable and squishy with few escape tactics and falls off quite a lot late game. While it is inevitably true that she has pretty neat skills in her pocket like Rappel, % damage, and Spiderlings, these things also restrain her from shaping her into a specific role, an "Elise"-thing-to-do sort of thing, so to speak. These things are perhaps too OP if buffed in the wrong hands and ideas without looking at the overall possible outcomes. Making her in an icky position of a need of some sort of buff- not tremendous- but enough to get her to become... well, Elise! Not only so, but itemization for Elise is also pretty difficult because if she goes tank, she does absolutely no damage and none of her abilities/roles shape her into a tank, and if she goes assassin/AP mage she does fairly well, but she's way too squishy to ever turn into her spider form with her lack of mobility. Even semi-tanky AP Elise is inefficient. Unlike Jayce or Nidalee or any other transforming champions, Elise not only does not have the freedom of itemization, but cannot kite, have durability, or assassinate champions with all her abilities used since she's so heavily dependent on her melee auto attacks, if she can even stick to her enemy. This makes her really inconvenient and more risky to play. Not to mention the fact that Elise was NEVER intended to be a tank. However, people started adapting to tank Elise because no builds can fully shape her into something. That's like going tanky Nidalee!! In my personal interpretation, I feel like Elise in Human form is supposed to be fragile, but a dangerous foe that rots her enemy and waits for the right chance to instantly change into spider form and lunge at her enemies. This form of gameplay can be somewhat seen in teamfights when Elise lingers in the teamfight in Human form, desperately casting any spell possible to stay safe, and when her team is leading a victory, she comes in and finishes off, but even that she's not that good at. I feel like Elise should still make some contributions in teamfights. Also, I feel like the passive should play a bigger role in Elise than anything! She is the spider queen after all! While Elise's damage output is quite high when you do the math and apply and add all that she can do, in reality-gameplay- it's very unreliable because a) itemizing her b) her kit is pretty risky and she can get caught out pretty easily c) she has few skills that helps her stick into an enemy and focus them or finish them off (since Elise's spider Q is the missing % health and if she can't even stick to a target to get their health low enough to finish them off, how effective can the % missing health be?) Elise is a great champion with great theme idea, and art, but plays no particular role and is very hard to play. A champion as hard as her should have evened out ratios of skill required: rewards!! Personally, I think Elise is so close to her "Eureka!" moment. Just only a few patches away... I do have some suggestions, but of course, I am not sure if these will do, since I'm not perfect in ANY way.
Movement speed: 325 Armor: 20 (+1.19 per level) -Passive: same concept, except this time when Elise readies her spiderlings with her human abilities, the abilities that collect spiderlings won't cost mana. (Minions will always target Spiderlings before Elise and minions will always target Elise's spiderlings after siege and fighter minions are all dead) Elise's spiderlings give Elise bonus magic penetration while they are present. 5 per spiderling. -Neurotoxin (Q): Mana cost: 100 Base Magic damage: 20/40/60/80/100 Bonus % damage: 8/9/10/11/12% AP ratio: 2.5% Cooldown: 7 -Venomous Bite (Q): Base damage: 35/75/115/155/195 Bonus % damage: 8/9/10/11/12% AP ratio: 2.5% Cooldown: 7 I thought that the mana cost of Neurotoxin should be higher and stay that way since that reduces Elise's ability to bully top laners. This encourages Elise players to constantly switch from human form and spider form to utilize the passive's awesome part of elise's human abilities not costing any mana and play a bit more risky. The percentage damage is also highered, but the base damage lowered. This means that Elise will be great at rotting enemies when they are young and healthy, however her "rotting skills" will be much less significant as they become less healthier, causing Elise to play in her melee form more than her human form to keep bullying. -Volatile Spiderling (W): Mana cost: 85/90/95/100/105 Base damage: 25/35/45/55/65 per second AP ratio: 20% per second Cooldown: 10/9.5/9/8.5/8 Deals damage over 4 seconds. When the target gets hit by Volatile Spiderling, the target is poisioned and if the poisoned target makes any contact with other units by their hit box, it will spread the poision dealing the same amount of damage and duration. When Volatile Spiderling is sent into the fog of war, the cooldown is reduced by half. -Skittering Frenzy (W): Increased attack speed: same Healing value: 6/7/8/9/10 (depending on the ability's rank) + 4% of her AP Duration: 2 seconds Cooldown: 12 On active: The Spiderlings deal 1.5x the damage! Elise is a mage after all, this means that she should have some constant source of damage. Thus, the lowered cooldown. Also, you might think why I made Volatie Spiderling DoT, but this is to synergize with Elise's favorite item: Lyandry's. It's one of few, if not the only, item that gives Elise all the stats she needs and a nice passive. Although it is very expensive, it helps Elise very much! Since she's so limited with itemizing and is very effective with only few items, I thought that it should help Lyandry's passive. Also, the utility/vision that Volatile Spiderling gives is highered, so that Elise doesn't have to face check or waste her precious stun. Especially since she's so squishy to afford a face check, although it does cost a lot of mana. Also the spread of poisioning can really help Elise in teamfights. She's currently extremely bad at teamfights, since she's squishy, she should harass/poke enemy team with Volatile Spiderling and it can also deal some pretty nice AoE damage since it can spread. Skittering Frenzy's healing value got highered, since the duration is lower and, just to help her durability, since she really doesn't have much. The duration is lowered, so this means, if Elise is latching onto a target, she better make that 2 seconds useful and latch on as much as possible! Also, Elise is an assassin after all, this means that she should finish off a singled out target or get them low enough to Spider Q them off, thus the spiderling buff. However, this does make Elise very depend on her spiderlings, as you will see as you read on. -Cocoon (E): Mana cost: 50 Cooldown: 14/13/12/11/10 Stun duration: depends on how close the enemies are. The closer the enemies, the shorter the stun, the farther they are, the longer. The stun duration ranges from 0.5-2.25 seconds. -Rappel (E): Cooldown: 20/18.5/17/15.5/14 Currently, Elise is the stun-bot jungler, along with Pantheon. It's extremely nice that she's a good ganker, but I feel like she should require more skill than that. Thus, instead of Rappel+Human form Cocoon, it should be more rewarding to aim and get a longer stun that being lazy and using Rappel. Also, this makes Elise more fragile, again the concept of fragile Human Elise. In top lane, though Elise might prove to be a bully, you can also bully her back with a gap closer to make her reaction with defending herself with Cocoon less efficient. Rappel's cooldown is reduced at early game to make more plays and help her early game carry her to late game, since she's terrible late game. -Human form/Spider form (R): Cooldown: 3 On-hit damage: 10/15/20/25 AP ratio: 10% Elise gains 35 movement speed. Any subsequent attack on the same target generates a stack increasing the on-hit damage by 15%, stacking up to three times. Elise gains a resistance to basic attacks that deflects a portion of auto attack damage by 10/15/20/25% of the portion. I decreased the damage of the on-hit damage and AP ratio because they were wwwaaayyy too OP. I understand that it's risk=reward. But at the same time, isn't that too much? Especially in top lane? Also, as before, Elise gains more movement speed in Spider form than before, but her Human form's movement speed got lowered, making her more vulnerable and fragile, whereas her spider form is blood-thirsty and is menacing. Since, the Skittering Frenzy gives a buff to the Spiderlings, I thought it would be okay to lower the damage of the on-hit damage, but gradually gets higher as more basic attacks are thrown. Also, Elise's early jungling phase would be better since it stacks damage on the same target, especially since her Cocoon-stun ganks are more unreliable now. Elise's armor is drastically lowered (by ~30). You might be thinking, WTF? Well, I decided instead of straight up armor, Elise gains armor from basic attacks, now you might also be thinking again, WTF? But hear me out. The reason why Elise is terrible at teamfights is because she gets blown to bits by auto-attacks from marksman and any other scary champions that can kite the living poop out of Elise. This makes Elise extremely inefficient. Instead of giving a straight armor buff, I thought it would be wiser to give a buff to auto-attacks because she has her Repel. Elise can almost repel anything, but a basic attack. It never runs out, doesn't have cooldowns, and probably by late game, the marksman have BotRK and insane attack speed. To help Elise survive in teamfights without getting blown to bits, she receives less damage from basic attacks, but still the same, if not more, from AoE damage. Thus, it's up to a skilled Elise player to know when to Rappel to keep from harm of AoE damage that can be avoided by skill, and survive the insane basic attacks and make herself useful to her team. Again, these are just my thoughts to shape Elise into Elise. I am much opened for criticism and will be more than obliged if they are to help me rethink of Elise.