Make Zac's E hitbox smaller the lower health he is.

Aenaeus··39 votes·1,114 views

It would make sense because his champion model gets smaller the lower health he is. It would also balance him out more.

20 Comments

Tin Obliterates7 votes

If they'll do that, they should also make it so his E and R effect a larger radius as he gets bigger and bigger.

Fondling Gems6 votes

It would actually be kinda neat if his abilities actually scaled with his current health, and not in terms of damage. Q has longer range and the next auto gets a range boost based on his current health, W and R are based on current health, E windup time is changed based on current health.

For a champion that already changes so much around his current HP it would be neat to see him really pushed into that theme.

Catastrophic1 votes

Yea but warmog's

OyddAWqJ5r2 votes

What about it?

Catastrophic1 votes

Cause you'd build warmog's and always have high %current health. So you engage, use your powerful abilities with high HP, disengage, and regen to use those same moves with the same HP. It just seems to automatically to solve the health management issues these changes will raise. Or am I just horribly misunderstanding here?

OyddAWqJ5r1 votes

That would be completely fine as an intended use case then. He'd be balanced around those high health items and by default high regenerative items would work well on him.

That's kinda the same thing as saying Rabadons would be an issue if people who scale with AP built it.

Catastrophic1 votes

It's not an issue of balance, but an issue of a real interesting mechanic being nullified because of 1 item. It's like having an item that gives energy champions infinite energy, it just makes them more dull and easy. People who build AP scale with AP stat-wise, but not mechanically.

DuskDaUmbreon1 votes

Based on a %health, not flat.

Chembaron Yamada6 votes

It would be really awkward for the user, though.... If the range and AoE circles are always changing with your current health, I think would make using the champion too frustrating.

It fits thematically, but you would sacrifice gameplay for it.... Imagine if Taric's skills would all have different durations/healing power etc. based on your current mana. Definitely not fun to use if you want to ult to save your ally, but the invulnerability just lasts 0,1s, since you were oom.

Fondling Gems1 votes

Very true. I just think it would be a neat thematic to build around in some ways considering he is already partially built around it (His health costs and size change based on current HP)

Ralanr2 votes

Idk about balance, but I'd like to see it.

i cant move wtf2 votes

Actually revert the damage nerfs and make his Q have a range that scales with health, as well as his E hitbox as you suggest and his ult hitbox too. That works thematically and for balance.

Profirix2 votes

If you are going to make the hitbox smaller with his size, make the charge time faster. Otherwise you end up nerfing him for pretty much no reason. These recent nerfs have hit him pretty hard. No reason to add even more unless he absolutely needs it. Wait until the next patch cycle.

DuskDaUmbreon1 votes

That'd actually be awesome. But it'd have to be followed up with a buff to its maximum hitbox.

I seriously like these ideas. Make it so that abilities do 25% more damage/have 25% more range at full health, and up to 50% less as his health goes away. That'd be a pain in the ass for Riot to balance, probably, but it'd be thematically fitting.

R181 votes

You sir...

ARE A FUCKING GENIUS

TheGr8WhiteD1 votes

Zac is at a 46% winrate. Riot's rework led to him being eventually gutted into the ground, lets not kick all 5 of the Zac mains out there while they are down with ideas of more nerfs.

Arcyyy1 votes

Revert previous Zac Q nerfs and do this.

The Deckowner1 votes

So should it get bigger when he has 5k hp and presses stoneplate?

DunkinNoobs1 votes

Not as if he needs to hit his E anyway after this stupid rework.

i cant move wtf1 votes

There's two options for this: basing it on total health or % health. But I think total health would be better and more interesting, making him a pseudo-infinite scaler for health. Then get rid of his % total health damage and make them AP ratios instead. Then Zac players have to choose between better CC or better damage. Make it so if the builds full health the Q range and radius of both E and R are larger than they are now but don't do much damage at all. And increase the AP rations so that he can do good damage when he builds AP but the Q range and radius on E and R are quite a bit smaller than they are now, making them much more skillful to land.

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