Yorick's Passive

Ðelofasht·2/12/2016, 2:35:01 PM·1 votes·400 views

What would you hope to see happen to Yorick's Passive in his rework?

Personally I have a few different ideas, some more based around his current kits, others changing his kit entirely.

The thing I like about Yorick's Passive right now is the feeling of getting stronger because his ghouls are around, the thing I don't like is that it's kind of non interactive with the enemy. Ghouls up? Yorick harder to kill, ghouls down? Easy kill on Yorick.

If they were to keep the idea of Yorick being stronger with the ghouls up but having the interaction of the ghouls more important then I think that (besides tuning up the AI on the ghouls a bit), they should apply a debuff to targets afflicted by their auto attacks and gain attack speed based on Yorick's bonus health from items and AoE attacks that get bigger for his total armor. This keeps him feeling like a juggernaut in build, rewards him for building health and armor, which he generally needs to do anyhow, and allows his utility in teamfights to be based around getting those ghouls out and keeping them up. The debuff should stack per attack from the ghouls though, so as to give enemies a mounting pressure, and that debuff should last longer than the cooldown on the ghouls, but have a cap so it's not like a complete shutdown. Couple that passive with some way small disruption to the enemy team (like a minor displacement effect or strong slow for a short duration) and he could be quite strong at providing an effect just by being on the team that would really benefit teams. I'm thinking the debuff should be a damage output reduction on enemies. The fact that they would AoE would allow Yorick to split push effectively in solo lanes, and provide a way of making fights lean in his favor heavily in packs of enemies.

They could make his passive a different kind of utility though, perhaps whenever a cannon minion or jungle monster dies near him he gets a refresh on his trinket, with some kind of internal cooldown of like 30s or so. This could make him excellent at ward clearing or placing, but has a kind of cap to it, perhaps starting off with a longer CD of 1 min, and dropping down based on level and CDR so it could get rather short late game and provide a huge amount of advantage in vision later in the game.

What ideas for a passive do you guys (and gals) have?

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