Ezreal, the touch AP/Hybrid players want?

Chronomera·9/26/2014, 11:50:19 PM·2 votes·873 views

Calling this a 'touch' is putting it lightly, but I can't call it a rework either. Leave opinions here, preferably avid Ezreal players.

Rising Spell Force: IF AD IS EQUAL TO OR GREATER THAN A % OF HIS AP(level based, scaling from higher than 100% down to below 100% at lv 16?)- Hitting a target with any of Ezreal's abilities increases his own attack speed by 10%. This effect lasts for 5 seconds and stacks up to 5 times.

IF THE % OF AP EXCEEDS AD- Hitting a target with any of Ezreal's abilities increases the power of subsequent abilities within the next 5 seconds by 3% and stacks 5 times.

Mystic Shot is untouched, seems fine as is.

Essence Flux: Active: [AD passive] Ezreal fires a wave of energy in a line. Any enemy champions it passes through are dealt magic damage, while any allied champions it travels through have their attack speed increased for 5 seconds. [AP Passive] Ezreal fires a wave of energy in a line. The first enemy champion hit takes an additional % current health in magic damage based on his AP and heals him for a portion(or all?) of the additional damage, any subsequent champions hit take the regular damage and resonate within a very miniscule radius, damaging any enemy (not just champions) that hasn't already been hit by the main projectile. (the main target hit also resonates) this gives AP Ezreal a little room for an AoE wave farm projectile and also expands on his old heal effect that he lost. Scalings would obviously need to be Relooked but the overall skill would be better overall.

Arcane Shift: Active: Ezreal instantly teleports to a nearby target location and fires a honing arrow at the nearest enemy unit within 750 range, dealing magic damage to it. Additionally, adds +1 Projectile and target every 75+50(?) AP [IE; 75 AP = 2 projectiles hitting two targets, 200 AP = 3 projectiles, 375 = 4... 600 = 5 and so on] Arcane shift cannot hit the same target with more than one projectile. Arcane Shifts projectiles target in order of distance.

Trueshot Barrage: Active: After gathering energy for 1 second, Ezreal fires a powerful, energy missile that travels in a line across the whole map. Trueshot Barrage would have various changes based on how much AD and/or AP he invests in. These changes are; AP - Projectile Speed increases, projectile thins with more AP. Thinner projectile focuses more damage towards the initial hit(s) and falls off quickly with subsequent targets. AD - Projectile Speed slows, projectile widens with more AD and has less negative damage for hitting multiple targets.

As like before, its damage scales with both, favoring pure Ap.

Pure ADC Ezreal ends up with a fat, very unmitigated ult, and no other real changes.

Pure AP however would require some AP ratio touch ups, and would end up as a high burst mage with a high speed skillshot nuke ultimate and some fairly limited farm mechanics for early-midgame, one of which adds even more AoE to his kit for teamfights in the lategame. The heal on his W being fairly limited and minor makes it only really useful as lane poke and sustain.

5 Comments

Xlcontiqu9/27/2014, 1:33:08 AM1 votes

Way too many buffs. Plus, there's a reason they took away the heal. Ezreal doesn't need a heal in his kit, it doesn't make sense and it's unnecessary. If you play him AP, he's already a long range mage with a free escape. No point in giving him more ways to survive.

Chronomera9/27/2014, 1:43:06 AM1 votes

If you had read it clearly you'd realize that if ratios are rebalanced, it wouldn't be as strong as it seems at first glance based on current endgame Ap Ezreal(which he'll never reach in the current mid meta without a few changes or really retarded opponents)

Xlcontiqu9/27/2014, 2:12:05 AM1 votes

I read the whole thing. Heal is absolutely unnecessary. He already has enough in his kit that it would be overkill. Multiple procs of Arcane Shift is also a little iffy, it already targets things it shouldn't be able to hit. Also 15% increase of all spell damage is a little obscene, considering he can proc his passive off minions, so an AP Ezreal can easily stay at 5 stacks all game.

Only real buff AP Ezreal needs is his W to hit minions. After that, he should be mostly fine.

Chronomera9/27/2014, 2:46:21 AM1 votes

The problem with that is if it just flat out hits minions that's a major buff for AD Ezreal. (Also you must have not considered Nerfed Ap ratios or something, the suggested changes are to differentiate the two -3 counting hybrid- specs ez can use, obviously with all current values maintained these changes would be really broken, and flip him to overpowered.)

Xlcontiqu9/27/2014, 3:18:32 AM1 votes

The ratios that would be required for a Hybrid Ezreal to be viable would make either AP or AD Ezreal broken. Plus, the current passive you have doesn't help Hybrid Ezreal at all. It would always be more beneficial to stick with AD or AP Ezreal.

Making W isn't a major buff for AD Ezreal. Yes, it's a buff, but AD Ezreal will be maxing W last, and sometimes won't even get it until level 13. It's not going to help his early game clear significantly enough to make it that much of a problem. However, as AP Ezreal usually maxes this skill first, the wave clear potential it gives him is a lot better.