Evelynn Discussion Topic
First off, I would appreciate it if we didn't devolve into discussing her looks. For better or worse, Eve looks the way she does because she was designed that way, get over it.
Now then...
Evelynn as a champion is extremely controversial, perhaps more than Lee Sin, because her gameplay forces people to play in a way they dislike. That is to say, it forces the opponent to play in a very weird contradictory way.
1.They need to be more aggressive with their wards, placing them inside of the enemy jungle rather than conventionally warding the bushes as one would against most junglers.
2.It also forces them to play defensively in lane because Evelynn can perform in lane ganks.
These two reasons is the basis of the frustration of playing against an Evelynn. You cannot figure out a proper time when to play offensively/defensively without having the necessary knowledge and skill to handle her. It is why we see much of the hate stem from individuals below diamond level where most players generally do not perceive a balance issue, or gameplay issue with her.
Understanding the basis of this frustration leads to what is causing it exactly. Her passive. Her passive grants her stealth to all enemy champions unless she enters within 700 range of the champion, or is seen by a pink ward. Her stealth needs to be changed from a passive, to an active ability
Proposal:
Passive: Determined killer When Evelynn's health is reduced below 30% of her maximum health, she receives a %bonus increase to her armor/MR for 6 seconds.
Why? Her current passive creates too much of an issue an absorbs a significant part of her power budget. Altering it allows her to maintain flexibility in her roles. She can be an AP assassin currently, or an AP/AD bruiser. She can take a bit more of a beating as an assassin type, or be a proper bruiser when itemized. It provides an easier switch for altering her power and base stats.
Q: Hate spike: Altered function. It is now a single target skill shot nuke. Can be blocked by minions/other allies. W: Shadow Walk: Evelynn stealths for 3 seconds. Upon exiting stealth, Evelynn receives MS boost, and her next attack slows the taret by 20/22/24/26/30%. Stealth is broken by using an ability/damage.
This is a bit better because it resolves the issues of 1 and 2. If you choose, you can ward aggressively and know her route like any other jungler. If you want, you can also choose to play defensively, instead of being stuck in a "When should I be the aggressor?" type of situation. It provides a more standard way of playing against Evelynn.
This I am open to on ideas. Stealth is a part of Evelynn, removing it would hurt her identity.
E: Ravage. Unchanged
R: Malice and Spite: (I like the old name) Altered function. Evelynn deals flat damage (scaling) to all targets struck + 6/8/10 of their current health in magic damage. Target closest to the center is "marked", and upon death, Evelynn's shadow walk resets, and breaks 1 second after being damage.
I just felt like messing with this ability to be honest so frankly, it can go unchanged, but I do believe it would work better with her assassin identity because at the moment, her current one creates an identity crisis.
The main change is to her stealth and hate spike, mainly since it provides a clearer identity on how her abilities work and can be built, and also resolves the issue of her stealth because as it stands, the passive effect of it is just not acceptable.
Ideas? What abilities would you rework? Would you make them magic or physical or hybrid?
Perhaps if we brainstorm some ideas, a rework would be possible in the near future and her gameplay can be more acceptable, and allow better diversity.
, now i have more reason to build her as a tank.