My idea for a potential Yorick kit
I think that Yorick as he is plays pretty clunky and is pretty sluggish in most situations, which is probably why everybody is asking for a rework. As somebody that used to play Yorick back in season 2/3, I liked his overall concept and I think that if he were to be reworked, it should maintain a feeling of a relatively sluggish, but overall pretty powerful juggernaut. Since he works with the concept of death and ghouls, I also believe he could fit the idea of a steamroller of sorts. As always since I'm just tossing ideas out, feel free to critique what wouldn't work and what should change and how you yourself would envision a Yorick change.
- Passive Whenever Yorick kills an enemy minion, it converts the minion to a zombie minion that pushes the wave as a normal allied minion would. This could prove annoying earlygame however since it would push the wave uncontrollably. But midgame-lategame it could prove pretty nasty. Additionally the minions would decay for... 30/32/34/36/40/.../76 per second. The minions would have reduced attackspeed and also significantly reduced gold per kill. Might be able to replace the health decay on minions with a reduced health amount instead.
Edit: Instead of individual cooldowns, Q/W/E would together have a shared cooldown, each time you level up any of the skills they'd decrease the cooldown by a bit, and they would stack up to 3-4 times(think vel'koz W stacking and zyra seed stacking) (max:3 ghouls, kills the first cast ghoul if you cast a 4th when there are already 3) I'm thinking 20/19/18/..../3 for cooldown. give or take a second.
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Q Offense (Trying to keep him similar to how he is now in regards to summoning ghouls and such, I'm going to try to keep the essence of these mostly the same, but with the alteration that ghouls no longer decay and you can direct them to move with normal pet commands)(I also believe that you should be able to have multiples of each type of ghoul, up to a max of 3 ghouls.) (Ghouls scale with your health)
cooldown: 5/4/3/2/1passive: for each Q ghoul summoned yorick and his ghouls gain 3/6/9/12/15 AD and 3/6/9/12/15% attackspeed Q Ghouls share a portion of your ad and attackspeed as a bonus to their own. on cast: Option 1: causes your next auto attack to become a ranged attack of 475 units, the next auto attack spawns a ghoul. option2: spawns a ghoul at point blank, next hit reduces target's armor by 15% for two seconds. reset's auto attack. -
W Defense
cooldown: 5/4/3/2/1passive: for each W ghoul summoned yorick and his ghouls gain 5/10/15/20/25 armor and mr W Ghouls scale twice as well with yoricks hp and share a portion of yorick's defenses. W ghouls heal 1% max hp(? perhaps scaling off of yorick's hp but being otherwise flat?) on hit to yorick and surrounding allies/ghouls. on cast: spawns a ghoul at any point in a small radius (200ish) around yourself, grants 60/80/100/120/140% lifesteal for the next hit, useful for blocking skillshots. -
E Utility
cooldown 5/4/3/2/1passive: for each E ghoul summoned yorick and nearby ghouls gain 10/15/20/25/30 movespeed and 8/9/10/11/12% tenacity E ghouls have more movement speed than yorick, scaling 115% with his movement speed, and are immune to cc. they slow their target on attack that increase in power the more stacks they apply to the target. up to a max of 70%? on cast: launches the ghoul at target location where it would then home in on the nearest unit applying two stacks onto the target in a very small aoe and then becomes controllable as normal. -
R cooldown: 150/125/100 would effectively remain the same as is, but instead of casting it on a living ally, would be cast on a dead ally, or yourself after you have died. Would last until your target respawns, or until they die again.
Would have a generous range of 800/1300/1800 Unsure if bonus stats would be applicable.
All ghouls would passively gain stats as you level up, but they would be approximately as strong as a cannon minion in terms of power most likely. The reason for the low cooldowns isn't intended to abuse the on cast abilities, but instead to change the composistion of your ghouls midfight or to adapt to the situation while simultaneously providing more of a way to stay relevent in lategame fights.
Offer opinions and feel free to voice suggestions on what sounds too strong and what sounds too weak and what sounds boring etc. I'm not aiming for the most accurate numbers, just trying to push the concept.