Ryze Rework Concept 2017
Ryze's main feature is him being a machine gun mage. What he currently has is this, but also burst and a lot of steroids he shouldn't have, also a random long range teleport that can also bring along friends.
What needs to happen with Ryze is trim the fat of what it not needed and just focus on what kind of identity you want out of him, also Rune Prison can be changed to be still an anti-mobility effect with some kind of counter play to it (think how Veigar's cage works, but not give Ryze stun walls and in exchange absolute trapping in an area to help land skill shots. We can make Ryze truly immobile [no speed buffs or teleports] with a spell that stops mobile champions from using their innate dashes and blinks to get super far away, helps balance Ryze's power for the long term to be equal to immobile and mobile champions).
An example kit below:
Arcane Mastery (Passive): Every 5th ability hit against the same target within 1 second deals (+5%Mana)(+20%AP) bonus magic damage.
Gain bonus spell vamp equal to 1% of your maximum mana. Current bonus spell vamp: X
Overload (Q): Cooldown: 0.1 second; Cost: 2/3/4/5/6 mana; Range: 750 units Hold down skill key: Ryze immobilizes himself and opens up his spell book launching an orb of magic in the target direction dealing 4/7/10/13/16(+3%AP) magic damage to the first enemy struck.
Overload is always on quick cast.
Rune Prison (W): Cooldown: 16/15/14/13/12 seconds; Cost: 70/80/90/100/110 mana; Range: 1000 / 350 units Ryze encircles the target area with a powerful rune for the next 1.5/2/2.5/3/3.5 seconds preventing all enemies from leaving the area by any means, enemies can freely enter inside the area.
Spell Flux (E): Cooldown: 7/6.5/6/5.5/5 seconds; Cost: 50 Mana; Range: 625 / 400 units Ryze sends an orb of magic to the target enemy dealing 60/90/120/150/180(+50%AP) magic damage and marking it with a reflective rune for 3 seconds. Overload against the marked enemy damage nearby enemies surrounding the target at 50% of Overload's damage, 100% damage against non-champions.
Forbidden Rune (R): Cooldown: 100/70/40 seconds; Cost: 150 Mana or Health If Ryze is above 50% health then he consume some of his health to restore 50/60/70% of his missing mana.
If Ryze is below 50% health then he consumes some of his mana to restore 25/30/35(+7 per 100AP)% of his missing health.
UPDATE: Arcane Mastery: Duration to get 5th ability hit damage proc lowered to 1 second from 1.5 seconds Second aspect grants spell vamp equal to 1% mana from ability power equal to 3% mana
Overload: Range decrease to 750 from 900 units [single target line skill shot remember] Cooldown is no longer static [now damage scales with all of AP, Mana (from passive), and cooldown reduction]
Spell Flux: Range decrease to 625 from 650
Forbidden Rune: Heal form active AP ratio increase to +7% per 100AP from +5% per 100AP