Idea to balance Kayn and make him a bit more fun in the early game without ruining his lore.

yenkoo··1 votes·2,215 views

Let's start with a few things that seem a bit overlooked on his design. Overall he wants to max his Q because movement that can move you over walls and gives him his highest damage potential before he upgrades. Let's look at why this is, his Q gives 310 damage on 5 second cooldown it also is a movement tool and lowering the CD by 2 seconds always is more useful in farming, ganking, skirmishing. Now lets compare it to his W which is almost double the CD at 9 with 40 less damage at 270 and being a tool that gimps your movement(unless in SA).

Now why is his Q overlook? It's mainly because his Rhaast design gives very little benefit to max it first over his W because they take the base damage per level off. Meaning it's just a cooldown decrease which makes skilling for Rhaast feel really bad. I suggest making a small gain for maxing Q on Rhaast maybe increase the %'s of base damage or increase the % of AD to %HP. This would give a fluid skill system for him instead of the weird 3 points in Q then max W for Rhaast and would allow them to adjust power for Rhaast on his Q scaling in the future.(I don't mean for them to make his Q give MORE power than it does now but to change it so that it has slightly worse or the same power at 1-4 and maybe a tad bit more power at 5 points in Q)

Now for a 2nd design problem is the budget of his power being focused on his mid game spike when ahead. He tends to have an extreme snowball if he can somehow get ahead(god forbid he isn't invaded all game and forced to give up crabs while still getting out pressured on the map) He doesn't hard scale into late game and he is one of the weakest junglers in the early game for both ganking and skirmishing and his design wants him to fight in the early game and take trades/ganks for his passive orbs and upgrade. His kit is ironically more designed as a power farmer till 7-8 minutes who then ganks which feels awkward.

I suggest this fix, I'm no game or balance designer but I do love Kayn's design and kit. He's been a champion with little changes which is good but can also be stale and boring when you realize how much he actually can do in the game. Now, on to the changes I suggest. First, combine 1/4th of each upgraded passives to base Kayn. So 1/4 of SA's Passive and 1/4 of Rhaast passive. This would allow a extremely small increase to his early power and budget but would allow for a bit more damage and a bit more sustain in fights and lore wise/gameplay wise it'd make sense. Rhaast's power and Kayn's power are still involved before they transform BUT they are just much weaker till one power absorbs the other and becomes the upgraded versions they are now. It would fit in his theme 100% and I'd love to see that change because having no passive for 7-10 minutes is extremely unfun.

Now with Kayn's winrate being a bit low I can see the reason to give him these 2 very minor and small changes that can just inch him a bit forward in the early game to smooth out his game patterns and power budget. I wouldn't mind trading a bit on the ratios to gain even a bit more power early but I understand the idea of keeping in "weaker" in the earlier stages because if he becomes strong in the early he will take over in the midgame every game and just snowball out of control but he does need a small push.

Now the last thing I want to state is that the numbers don't have to be 1/4th of each that can be changed as I know Kayn's healing from Rhaast could be a bit high early on and could be changed to 1/6th from rhaast and 1/4th from SA number don't have to match like that. But I don't think 1/4th would be all that bad was just the first number I thought of that would make sense while not overloading him early on.

5 Comments

IVSakenz1 votes

The flaw in his design is the fact that he is forced to gank to even get his form when before he gets a form he is really only half a champion. SO he becomes a liability early in the game.

If they changed it so he gets to pick a form at 6, it would solve a lot of his issues.. as he could fit into the power farm category and would not be a liability to the lane he is trying to help.

Just my humble opinion

yenkoo2 votes

I think this is a great idea I suppose since it allows you to go 3 into Q then pick the form and max W onward if going Rhaast. Although I will say getting 6 on kayn is a bit too easy and this would make him a bit overpowered imo since you can legit get 6 at 6-7 minutes giving him an easy transformation almost every game since he can just hard focus on farming and picking up lane cs on backs.

IVSakenz1 votes

true..but most power farmers can do that.. amumu and shyvana come to mind, So he might need a little bit of a damage adjustment or maybe a nerf to his E to cut down his engage/escape ability..but overall I think it would be a better design and raise his pick rate a good deal.

but truthfully I do not think kayn is even on riot's radar atm..they have so many busted champs right now and the balance team... well they are not the best to say the least.

Kazekiba1 votes

{quoted}

I think this is a great idea I suppose since it allows you to go 3 into Q then pick the form and max W onward if going Rhaast. Although I will say getting 6 on kayn is a bit too easy and this would make him a bit overpowered imo since you can legit get 6 at 6-7 minutes giving him an easy transformation almost every game since he can just hard focus on farming and picking up lane cs on backs.

Kayn guaranteed a transformation at 10 minutes, reduced by 30 seconds every time he gets a champion or epic monster take down and 1 second every time he damages a champion?

Yes that's literally copying the mechanic for Free Ass Boots but hey it's a familiar mechanic right

VonCesaw1 votes

Every time I see him it reminds me more that Riot is eventually going to run out of DOTA heroes to bring over Kayn - Lifestealer's Infest Ekko - Weaver's timelapse

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