Akali rework ideas
Hi just wanted to share my ideas on a rework for Akali. Please note that I'm not saying that Akali needs a rework, I'm just posting my ideas here for you to read.
**My Thoughts on Akali: ** I think Akali is a really fun champion, and can be really strong if played well, however, right now I think she is outclassed by other assasins that can kill their targets and escape easily. One of the things I really like about Akali is her shroud, unlike the other assasins who just get out of danger after killing a target, Akali stays in the shadows until her cooldowns are back/her energy regenerates. However, one of her main weaknesses is how easily she is countered by pink wards.
My proposed changes: Here are the changes I'm proposing. Im not sure about damage, cooldowns, energy costs, and numbers in general. So Im not going to list most of them, and the ones I do are subject to change:
-Twin Disciplines (Passive): Akali's basic attacks drain X(+Y per level) HP from her enemies, increased by 1% per Z bonus AD (this deals magic damage). This passive has a 30/22.5/15 seconds cooldown on levels 1/6/11. Notes: This is a different version of Akali's current passive, where instead of giving her extra power and sustain on every attack/spell it gives her a higher burst/heal on a cooldown.
-Mark of the Assassin (Q): This is the same functional spell as the one she has already, however its damage has been significantly lowered to make up for her passive. Its energy recover is also lowered. Cooldown: 6 seconds at all levels.
**-Shadow Dance (W): **Yes, I have moved Akali's R to her W, however its damage has been lowered to avoid her from bursting a target before level 6. It is no longer free, and has a pretty substantial energy cost. It's still functionally the same, it works on a stock system but no longer gives you a charge if you get a kill/assist. Recharge time: 40/35/30/25/20 seconds.
-Crescent Slash (E): Akali flourishes her kamas, dealing X/X/X/X/X+(X% of AP)(+X% of total AD) magical damage to nearby units, and slowing them by X/X/X/X/X% for 1 second. Cooldown: 7/6/5/4/3 seconds. Notes: This no longer deals physical damage, but still scales with AD. This now has a 1 second slow.
**-Twilight Shroud (R): ** Akali throws down three smoke covers in a triangular shape that last for 10 seconds. At the center of each shroud there is a Twilight shrine that Akali can dash to with her Shadow Dance. Upon entering the smoke cover, Akali immediately gains stealth and a burst of movement speed that decays over 1 second and refreshes each time she re-enters the smoke cover. While stealthed, Akali recovers her energy at a faster rate, and every 0.5 seconds the cooldown on her Mark of the Assasin and Crecent Slash is reduced by an extra second. This is doubled for her passive and recharge time on her Shadow Dance. Whenever Akali kills a target, the duration of the Twilight shroud is increased by 4 seconds. Cooldown: 120/100/80 seconds Notes: The three shrouds are separated enough so that Akali can dash from one to another while standing on the edge of that shroud. While in her shrouds, she has extremely low cooldowns, stealth, movement speed and energy regeneration. The most important part is the addition of the "shrines" which basically act as enemies you can dash to, giving her a lot of mobility and making the shrouds useful even if the enemy has true vision. As for the cooldown reduction (please correct me if I'm wrong) this means that she has to wait inside her shroud: 6/4.5/3 seconds for her passive, 2 seconds for her Mark of the assassin, 8/7/6/5/4 seconds for her Shadow Dance charges, and 2.3/2/1.6/1.3/1 seconds for her Crescent Slash.
Final comments: So what I was trying to achieve here was to make Akali more dependent on her shrouds, while giving her more tools to use if the enemy has true vision. She can still make plays without her shroud but her cooldowns are higher and her energy runs out faster, not only that, but her burst and sustain are now more dependent on her passive which has a long cooldown without her shrouds. Due to this, she will still be weak early game while achieving a powerspike at level 6, however she now has her Shadow Dance pre-6 so she has an easier laning phase than before. These changes mean that instead of just fighting you 1 on 1 while healing herself and only using her shroud if she is in danger, she now unleashes her combo in one target, and then goes back to her shroud to "recharge" her skills, and then does it all again. Also keep in mind that her cooldowns are just there to help give you a better understanding of what I'm trying to achieve, and are not final.
Thanks for reading this and if you have any suggestions or comments feel free to post them. If there is anything I didn't explain well, please tell me so I can try to explain it better. Any criticism is welcome!