Ashe tweak ideas

Photos of Ghosts·3/17/2015, 12:29:20 PM·2 votes·415 views

Hewwo. This is the transcription of a post I did on EUW. People were not particularly interested down there, so instead of bumping I'm going to ask you NA guys what you think about it,

I am an Ashe main. I am definitely not one of those who think Ashe is plain bad and can't compete with the current adcs or the movement creep in general. In fact, I only feel frustrated against the raw power of some champions like Draven and Lucian, and the poke of Caitlyn. These, however, are most likely to come from the fact that I'm bad and don't know how to play against these particular champions, whoever I pick. This being said, I do not and will not ask for a buff for her. However, if it had to be done, here are a few shiny, bronzy suggestions to keep in mind.

A. Of Ashe's passive Objectively, it is not easy to use it in lane. You must plan to get your stacks at 95, keep autoattacking (you depend a lot on the presence and number of minions and it interferes with push management) and load the Focused shot just before an enemy champion shows up for poke. Experienced Ashe players will say "so what? It's a difficult mechanic, Lee Sin is not the only champion in the game that has the right to require skill." But how about replacing it with something that fits better with the ADC function of continuously autoattacking? Could be:

A Garen -style "after X time without taking damage", which would actually fit the role of the long ranged, kiting adc that has to remain safe as they have no escape. Kind of a tutorial mechanic, just like Kalista 's Martial Poise. Making it proccable only on champions/champions and large minions/ champions and large minions and monsters. Additionally it could also be charging (at a slower pace) when only autoattacking minions/small minions. Keeping the condition as is, making the loading time longer, and making it Thresh-like. "Ashe's next autoattack will deal an additional 7+3*champion level +(crit strike chance(+5 per second))% (caps at 120/130/140%) AD + 70% AP." This would be an autoattack empowerer, not an on-hit effect, so it would be able to crit, basically becoming a square function of crit chance. Making the loading faster (this means less of a buff late game, where the base value becomes higher). Making the critical strike from Focus deal bonus critical damage. Like an Infinity Edge I mean, more than 200% of AD. Stacking multiplicatively with stuff like IE. Completely different idea:

  • remake it from scrap, to be a thing that fits the theme of the accurate, cold, noble archer that works well in the distance. Like "for each 100 units between Ashe and her target, she deals X% more damage to it and receives Y% less damage from it". Not necessarily working on her ult, a balance thing to be tested.

B. Of Ashe's CC She's supposed to be the one who trades raw damage for the management of team positioning. So a couple ideas.

  • Stacking Q (maybe with lower base value). Maybe make it become a root after a certain number?
  • Attack speed debuff Q (very slight, she's not Doge yet.)
  • E loses the extra gold stuff and gains the ability to teleport to the location of Hawkshot after a short channel (not the ultra-safe 5500-range escape). Cooldown is intermediate between dashes and stuff like TwistedFate Destiny/Gate and RekSai Void Rush, so its range could also be intermediate.
  • E gives a slight team Trundle W. Little more movement speed cuz slippery ice ya know. But for all the team cause Ashe is supportive.
  • Currently, R can rarely be used reliably in other situations than midlane teamfight and Ashe being behind there or in base. Solution: Enchanted Crystal Arrow goes 10(or more?)% faster. Not more damage, nor longer stun, all that is already good (too good?). Just a slightly less gambly-ish movement prediction.

C. Of Ashe's secondary role: support I mean why the effff not. In particular with some of the tweaks listed above, why wouldn't one want to bring all of that subtle utility and long-ranged poke to supporting? Because poke support items are AP. Do we want a tanky Ashe? No we don't. Do we want a tickling Ashe that is only good at midlifing the entire team IF she doesn't miss her ult (and still does not as much damage as the non-viable AP Ashe)? No we don't. Solutions:

  • As said in the first section, base damage from passive scaling with AP. It would work pretty well. Maybe a smaller ratio that 70% then, since a support would be in the "didn't attack for 6 seconds" much more often. OR - make it work like Garen's as also suggested, meaning that the enemy botlane will have a way to prevent her poke by poking her.
  • Q: Slow augments by a percentage equal to 2% (5%? maybe 10%?) AP.
  • W: 30% AP scaling.
  • E: hypothetic team movement speed buff augments by a percentage equal to 2% (see earlier) AP
  • R's cooldown changed to 92/86/80 (not really needed).

D. Of Ashe's overall damage output Not only this isn't exactly her function as stated earlier, but in all my bronze modesty I think people who complain about this just are not enhancing what's already good in her with their builds. I know that on paper it makes no sense, but actually giving her 95% crit chance, 2.10 attack speed, Armor Penetration and only 350 AD and 10% lifesteal works. People can't walk to you before dying. But to satisfy everybody, since she already synergizes with crit chance, why not making the bonus part in W- Volley crittable?

This is all I had to say about it, please give feedback and add your ideas as comments - I might integrate them until this chunk of stuff becomes decently reasonable.

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