LB could be fine as is if you didn't try to push the kite-mage thing stream of nerfs
It's as the title says, I feel the whole kite-mage vision you wanted for
would have been more successful had you not tried to push her in that direction after the rework. Now, as I far I know, maybe you had the kite-mage fantasy planned from the very start with the rework, but from my perspective it certainly doesn't seem that way. I think a big reason the
rework kind of flopped was because she started out as an assassin when the update hit live, but since she toed the line of assassin/mage in an unhealthy way, you decided to go with the easier route as a mage but didn't address the left over assassin parts of her kit.
Her passive is an assassin's in all aspects. It does nothing for her but give damage, however that damage is gated by a hefty 1.5 seconds that makes playing her in her current state clunky and rather unsatisfying. Mainly because she doesn't quite have the survivability to get the damage without putting herself at more risk than is worth the reward. So she needs to rely on spell vamping gimmicks and artificial ratios to stand a chance of having a favourable trade against targets that aren't depressingly melee. Not only that, but the nerf to her W was rather misguided and without any clear vision imo. I understand the idea of a skill completely dedicated to mobility, had
been a melee champion, it would have worked. However she's a ranged champion and all this change does is make her extremely uninteractive, as she'll just W away from any sign of aggression until she's farmed enough to start point and clicking people into grey screens. The previous iteration of the skill was objectively healthier, as it encouraged her to actually get into the fight and give her enemies a window of opportunity to actually fight back. I'm not saying the skill was perfect, but it wasn't as bad as the current version. Then there's her chain. Really that should have gotten it's length nerfed, simple as that.
Honestly, and I cannot believe I'm saying this, but you should have taken a few notes from the
rework(who even am I at this point?). It's another assassin who was subsequently reworked as a kite-mage and it was absolutely successful. Like
, she should have had her damage redistributed across her kit. Some damage would have definitely needed to be shaved off, aside from that, some power shifts might have proved more successful. For example, lowering the cook time of her passive to 1 second and trimming some of the damage off would have been a good start. As well as nerfing E's tether to be a bit less than W's range. I'm surprised this wasn't done, as the point of a kite mage is to still fight from a somewhat dangerous range and using their mobility to outplay enemies for the kill. All
does currently is fight from just below max E range(which is deceptively far) and give enemies little windows of opportunity to actually fight back and blow you up with point and click damage.
That's really all I've got, it's late, it's raining and sleep sounds really appealing. I realize I'm probably not at liberty to talk about balance, as I've neither played
in a while nor the game as much in general because of real life obligations, so there's a chance a lot of what I said has no ground to support it, However I thought I'd just get it out there, since I heard the balance team is considering another
rework in the future.
Okay wow, I did not realize I'd typed this much, this must be an eye sore, I'll have to edit this later.