Warwick Rework and his current state in the game

ShadyWolfe·8/11/2015, 6:24:29 AM·1 votes·870 views

Warwick was planned for a rework(http://www.reignofgaming.net/news/27965-updated-warwicks-rework-full-kit-preview) but it was shelved when Riot made a team dedicated for Reworks and Zenonthestoic was put on new champion creation duty. The kit was alright with some interesting concepts even with the too much unnecessary AP scalings. Warwick is in need of a rework he doesn't provide much interesting game play and when he is strong he is just plain stupid like in Patch 4.20. He has only one non Ulti damage ablility right now and he is very mana hungry. His Hunter's Call cool down is pretty long and he has bizarre mixed scallings. I have a concept I want to share with everybody that I feel fits thematically, has some simplicity to it, has plenty of healthy counter play, and gives Warwick players more to do without the fear of becoming Godwick with the 100% ban rate then the nerfs to him and any items he was using that follows his dominance.

Passive: Eternal Thirst

  • This should stay the same it is core to his identity and its numbers could always be adjusted if too weak/too strong

Q: Hungering Strike- Warwick slashes a target dealing AD damage and applying a slow.

  • Life Steal is hard to balance and it is just better to get rid of it than making the wolfman being too good in duels and would be much better to balance. Warwick gets enough lifesteal from his passive and item 3153 to really need to the healing Q plus it would help his ganking while not needing to cost so much mana.

W: Hunter's Call- Warwick lets out a blood curdling howl in a cone in front of him dealing aoe AP damage and raising his attack speed for a short duration.

  • Warwick needed another damage spell and the attack speed buff is crucial for him. Hunter's Call's damage will be weak but with average AP scaling. The move will not longer give teammates attack speed as it provided too much invisible power and it only gets nerfed because of that reason.

E: Blood Scent- Warwick passively senses non stealth targets below 50% health. If Warwick senses a weak target he gets an indicator pointing to their location gaining movement speed while running towards them on all fours. When Warwick is on all fours his auto attacks and Hungering Strike become bites instead of slashes._ "It is only fun if they run"_-Warwick

  • To me Blood Scent is what makes Warwick him and the move needed some fine tuning. Warwick and his teammates no longer get the enemy locations on the map and enemies are no longer warned that Warwick sensed them. The radius is much smaller on all levels but Warwick gains more movement speed(gradually when going towards the weakened) than live. The move is no longer a toggle.

R: Infinite Duress- Warwick does a skill shot dash going through terrain and stopping at first non minion unit hit dealing AD damage and stunning the target for a short duration. If Warwick is running on all fours from Blood Scent he becomes unstoppable for the duration of the move until the first target hit. "The beast catches up with all of us"-Warwick

  • Infinite Duress in its current state is unhealthy and does not match our favorite Lycanthrope's thematic. The proposed move being a skill shot gives Warwick players more uses while adding healthy counter play. The unstoppable effect added on rewards Wick players for getting opponents weakened and makes the ability healthier than Vi 's and Malphite 's ult with needing to meet a certain criteria to get the unstoppable effect without having the adding benefit of never missing in Vi's case or giving an amazing CC like Malphite.

The kit I came up with was not made for competitive play in mind rather what would match Warwick best and I feel I nailed it. Please feel free to discuss on what should be done with Mr Hyde's in his current state.

3 Comments

ShuffledPancake8/11/2015, 6:31:09 AM1 votes

He seems pretty good atm.

Häßlich8/11/2015, 6:51:02 AM1 votes

I want to select options 1 & 2.

That said, Warwick 's current issue is that he is a "ball of stats" with very little mechanical play involved. I think they could tie his E (Blood Scent) into his R passively while shifting the AS scaling into his Q as an on-hit stacking buff, then give him a new E entirely--maybe some kind of skillshot lunge aoe execute (with mild scaling). I would hesitate to give him any more CC since he's already really fast, tanky, and has reasonably good damage on top of a suppression ult (and still saying nothing of CC from items).

As for your proposed changes, I would argue that the suppression ult is core to his identity too, and it's hard to make a convincing argument about why it is "unhealthy" considering it locks you and the opponent in place (providing space for counterplay) and because QSS can cancel it early (on top of mitigating the damage). I also don't think that keeping the E in anything resembling its current form is the right direction to go. Yes, it is part of his identity, but it just doesn't offer enough versatility or interesting play mechanics to him as a champion. I also think he is supposed to be a very strong duelist since he gets a very weak team buff and no aoe (without Hydra), so keeping his lifesteal is necessary too.

In either case, other champions really do need it more, especially those who have not had meaningful changes in a long time from Most nerfed and buffed champs article by Cash (not that I entirely agree with his analysis, but he does make some valid points).