Best and worst champion reworks

Risen29··3 votes·4,207 views

Success: Warwick The basic of what makes him warwick are retained. Lifesteal. Attack speed. Hunting low health targets. And the same ult, but tweaked. Except his kit is fluid, fun, and effective. I never wanted to play Warwick before the rework, but now I find him fun to play.

Quinn I played Quinn before the rework, but I played her even more after. Her kit makes more sense now. I never liked switching between ranged and melee. Just didn't make sense from a gameplay perspective. I love being a hyper mobile assassin or adc. A very flexible champion that can do recon, flank a teamfight, speed to the rescue of a teammate, or catch out isolated enemies.

Yorick I love the new Yorick. The old one was a mess from a design standpoint and wasn't that fun to play IMO. I bought him and tried him when the rework was announced and tried making him work before the rework. I was excited for his rework, and now he's one of my mains. He's the only champion that is a legitimate split pusher by design, and that's why I love him. Split pushing is my favorite thing to do in these kinds of games. Combine that with his situational ability to 2vs1, as juggernauts do, and it's loads of fun. This is one of the few chases where I think it turned out great that they completely scrapped the old design and went with something entirely new.

Urgot I tried to like the old Urgot, but just didn't find it fun. The new one is quite fun. Although it seems stupid to me that he has dash as such a hulking mechanical beast. Must we really give dashes to everything these days? I do miss some of the concepts of the old urgot, and wish they had been retained; like seeking missiles and teleportation.

Irelia

Failure: Rengar Leblanc
Both reverted. Turns out it's a bad idea to make assassins that can't actually assassinate anyone.

Zac Zac was a champion I played a lot before the rework, but when coming back to find him changed I don't even want to touch him. His winrate seems to concur with this assessment. I think his Q is change is a nice idea, but it's clunky and unintuitive to execute. I end up not liking it despite it's potential. The biggest offense here is the R change. Totally unnecessary. The old R was a lot of fun to use in the middle of a teamfight. The new R is, again, clunky and unintuitive. You gain functionality but you also lose a lot of functionality.

Mordekaiser He's not viable in the role they intended. They had to nerf the only thing that made him playable in that position, the bonus XP. But because his kit was too heavily designed around the idea of being an ADC, he doesn't have the flexibility needed to excel in other positions.

Ryze I actually think the current version is very cool. But anytime you have to rework your rework for the second time you're kind of forced to call it a failure.

Karma Boring. Unplayed.

Mixed feelings: Talon I mained Talon before the rework. I think it's good that they kept the same basic playstyle of harass, dive, burst. And I love the parkour element. But he falls off too hard because his harass and dive ranges are too short, and he sacrifices damage to gapclose. Plus, the entire concept behind the assassin update of "assassins should have delayed burst damage" has turned out to mostly be a completely failure. Talon wasn't hurt as much as some others by this, but his functionality in teamfights is nil compared with old Talon. Low engage range, inability to get off max burst, and delayed damage. He feels even more feast or famine than he was before because of how hard he falls off if he doesn't snowball in the first 10 minutes. I think his rework has the potential to be good, but it needs a lot of tweaking to feel fun and effective to play again. Especially with the game sped up so ADCs come online so much sooner.

Swain Swain was another one I played a lot before the rework. His kit is well designed enough, and functions - but he's no Swain anymore. I don't like the direction they took it, because I enjoyed the draintank battlemage playstyle of the old Swain. New Swain cannot legitimately play mage tank anymore. Old swain was very unique in that regard. The new swain feels like a very generic vanilla bland typical caster mage.

Fiora I think her ult makes no sense with her kit and thematic. A poor attempt at trying to give her team utility. I enjoyed her before the rework, but I can't stand to play her after it. Even though objectively there's some good design choices, it's just not as fun to play for me. But I know others who mained fiora would disagree.

Poppy Her anti-flash mechanic never really worked out as a bodyguard method. I miss her old kit. I don't really have as much fun on the new version. It's just a completely different champion. I never like when the rework basically deletes a character and creates a new one in it's place

15 Comments

Infernape4 votes

Shen

Riot why does he have that stupid "spirit sword" mechanic gimmick? Hell, Riot even admitted that his rework was a failure.

Shen revert when?

Sp33d Zer01 votes

I personally like new shen much more than old shen. I think his kit has a better feeling of being a tank, and the fact that the spirit sword is the location of the W leaves you able to actually make decision with pulling it or leaving it in your backline. But honestly, I think his W is THE best part of his kit.

The old shen of just "throw Q. Wait for cooldown. Throw Q. Wait for cd. Throw Q E empowered auto shield walk away. Throw Q. Was pretty dull imo

Infernape1 votes

Pretty dull but made a lot more sense than "Shen has a spirit sword because reasons".

Risen292 votes

{quoted}

Shen

Riot why does he have that stupid "spirit sword" mechanic gimmick? Hell, Riot even admitted that his rework was a failure.

Shen revert when?

I forgot about Shen. Yes, I don't play Shen anymore after his rework. I miss his harass, offensive capability, and split pushing.

The spirit sword always felt tacked on, and not a natural expression of the character that made sense.

SmashinBob2 votes

Bring back the old Urgot , was the most fun champion in the game.

SSmotzer1 votes

Well old Poppy was too many things, and old Poppy was just stepping on too many toes of new champion ideas.

I mean she was a hard as nails diplomatic ambassador, blacksmith, courier, warrior, who swore vengeance over her father's death. Now she is just a delivery girl.

This means we have room for champion's who's gameplay is more suited to the role of an ambassador, a blacksmithOrnn, a serious little yordle, etc.

Plus, her old kit is still in her new kit. The only thing missing is her op ultimate that often made Poppy completely broken with certain changes to items or masteries. I remember old crit Poppy and how she could literally just 1 shot the adc in every team fight, with no possible way to stop her.

Chibi Templar1 votes

{quoted}

Well old Poppy was too many things, and old Poppy was just stepping on too many toes of new champion ideas.

Her theme meant and means nothing as to why she was reworked.

Poppy was reworked because she was a feast or famine sort of character with a horrendous early game, which made it difficult to ever get close to fed. So more often than not, she was completely dead weight, unless you got one of the 4 Poppy mains that existed at the time.

SSmotzer1 votes

"I never like when the rework basically deletes a character and creates a new one in it's place"

I was more addressing the complete character and personality change. The only thing they took out of her kit during her rework was her ultimate, well that and the Q crits.

I was a Poppy main. I jungled and usually did pretty well. I used to get dragon at like minute 3 of the game, solo, and then immediately ganked mid or bot. Then from there we usually held the lead till I got enough damage to just ult and murder the adc and just run away.

jocomotion1 votes

I agree with everything but Zac. Dudes just fun to play, and the extra hard CC with Q just makes him even deadlier at ganking while adding a bit of skill ceiling when clearing camps and ganking. (Like using Q on Krugs and auto attacking red buff to get the extra damage, or using a plant for a knockback, or fighting blue and groom at the same time to clear faster). But I’ll just agree to disagree

Núrse MeÐúsÂ1 votes

Vladimir I don't have the patients to write out the three pages of info on this right now. I don't like being told to go in at certain times and the opponents knows this timing too. I just imagine designers and collaborators who go into it thinking "If we control the tempo by making players go in and retreat program-ably we not only control the balance of the game better, but it makes the game more interesting and interactive for the player". Most champs are moving to this telegraphed sequence. Shen Poppy are other examples. It is sickening.

BLIGHTBRINGER1 votes

Thing is Rengar reworked Q was a lot better in my opinion it gave him more AoE damage, helped him farm earlier as well. His current Q on the other hand feels really underpowered in teamfights since it's single target based ability and he relies on Tiamat to deal any damage to close enemies.

In addition during his rework, his other abilities would be used more frequently after reaching full ferocity not just Q all the time like now. What i'm basically trying to say is that his kit power is too shifted towards his Q.


The problem with Karma is that there's nothing unique about her.

Right now she just feels like another point to click shield support with some CC and damaging abilities and her R not being anything else but just a buff to her preexisting abilities.


I been playing a lot of Poppy lately and I like her a lot. I really like her lore, visual changes but I have mixed feelings with her ability changes.

I also noticed that's she's really quite weak in terms of kit power. I really liked the idea behind the W and R but I found it that it didn't match what she is meant to be. Right now her W and R are more defensive in terms of being used to get away from someone not engage on them which is not like her playstyle at all.

I know what Poppy's kit was like before the rework and I got to say it's really massively different. With her rework she lost what made her good, tank being able to tank a lot of damage.


Her old passive: Valiant Fighter

INNATE: When Poppy takes non-turret damage higher than 10% current health, she reduces the excess amount by 50%.


Her old W: Paragon of Demacia

PASSIVE: Poppy gains bonus attack damage and bonus armor for 5 seconds every time she deals or takes damage, stacking up to 10 times.

[Bonuses per stack: 1.5 / 2 / 2.5 / 3 / 3.5]

ACTIVE: Poppy gains maximum Paragon of Demacia stacks and bonus movement speed for 5 seconds.


Her old R: Diplomatic Immunity

ACTIVE: Poppy focuses the target enemy champion for the next few seconds, dealing them increased damage and becoming immune to all effects not originating from her target for the duration.

Duration: 6 / 7 / 8 Seconds Increased Damage: 20 / 30 / 40%


I really liked Poppy's old R but I understand why Riot removed it, i'm guessing it wasn't balanced.

destroyer227191 votes

Karma reworked abilities are fine. Her old W is so hard to use. But the design is trash. Karma's fans give her something people would recognize. And I like how her old design relates to her old Q really nicely. Now the old Karma doesn't even have her amazing fans, her "traditional" skin doesn't give the same vibe.

SwiftKitten881 votes

best Nidalee and Warwick

Nivek3911 votes

The Poppy rework was (in my opinion) the greatest rework in league history. I mean her old passive and Ult were absolutely insane but that was it. Her early-mid game was a joke and she was pretty much useless late game. This new poppy has strength at all stages of the game

Power Cosmic1 votes

I agree with your view on Zac's rework

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