1 reduce attack animation wind down so overall he can get off his attack faster but not repeat attacks. this protects a major element of his mechanics.
2 change the scaling on q and e to depend directly upon the percentage granted by w. no more bonus damage to q and e until points placed in w. no massive ramp on q and e until multiple points in w.
3 w passive no longer applies bonus ad to zed. instead provides a figure to use for q and e ratios with a still based on bonus ad % per point in w. ad bonus that would go to all attacks including autos now applies bonus damage instead in some way to his passive below x% health execute. probably by increasing the threshold % health.
result: huge reduction in tower pushing power. requires more skilling choices than hurr durr max q e and 1 point wonder w.
requires more work maximizing more limited early damages from q and e and use of shadow. executions still go cleanly if properly executed due to being able to get those shadow swap/dash empowered first aa's off, but more work to set them up and less chance to get a second aa off if you misjudge it. max level/lategame should be pretty much even, less the turret wrecking power.
example. rank 1 q gets some ratio here of w passive bonus. no w, and its just the flat damage per level no matter how much ad is built.
passive bonus adds ratio of w passive increased health threshold for applying execute damage.
1 point in w 1 point in q 20 bonus ad.
w passive grants 5% of 20 so 4. this does not apply to his total ad anymore and is instead added as probably flat damage on execute passive.
the ratios for q are based on that 4 figure in the example. the extra threshold for the passive is also based on that 4.
with a goal that at maximum w ranks damage for q and e should be as per live, and not before.
does this sound totally unreasonable given the goals they have?
i was thinking to leave the total ad (100% ad) ratio on his ult alone, but i am unsure there.
doing it this way uses mechanics they have used for the same reasons elsewhere like the animation change to autos.
and provides an additional balancing lever by adjusting the w passive value unique to him while, the impact on his execute passive via new ratio mechanic that also employs threshold health values, his q and e based on ratios unique to him via the w passive value over simply bonus ad, and forces him to skill less dummy spam oppressively early on, leaning to more skill or more midgame strength over super early and always thanks to the need for w ranks. that in turn promotes use of shadow more, and additionally cuts down on waveclear strength early as well due to reduced damage on q,e.
i see possible issues with clarity of design, but it would ultimately be no different in communication than health champs or those with things like mana or armor or mr ratios to learn overall. % from ranks in w based on bonus ad gives number. number is ratio on q,e, passive.