Orianna's "adjustments"

Constipated Kiwi·3/8/2015, 6:37:05 AM·1 votes·912 views

The other day I was playing Orianna and I had about mid ~300s AP: A sorc boots, Seraph's Embrace, Void staff, 2 doran's ring, and a large rod, and it was about mid game going to late, and I had my Q and W at max level so I'm guessing I was level 15ish. I Q+W'ed Annie (who had a full stack of Rod of Ages and Sightstone) so about like 2,500 ish health? And surprisingly, more than 1/3 of her health disappeared... That's about MINIMUM 750 damage? I remember that teamfight I just ulted and W'ed the ADC and she had like 3 healthbars left.... Is it me or do I find this really ridiculous?

  • Orianna's a great champion that offers an amazing utility and AoE, which leads to a great champion for teamfights. (!) She's practically a walking utility AoE mage that has crazy burst potential with a decent range that almost seems like an assassin in a sense of the quick burst she can deal with W+R.
  • I'm not suggesting a huge nerf- because I love Orianna myself- but I feel like she's a little bit overwhelming when it comes to late game. I understand that her early game isn't the best, but it's not the worst either. She's not extremely squishy in indirect terms because of the crazy utility she has with her ball. She's not that hard either, it's just a little getting-used-to in terms of how she manipulates the ball. She's farily decent at kiting too, if you know how to play her. She practically has all essence of a champion that makes it great. She can make great plays etc. Yet, I feel like she can use a few adjustments. (Both to the advantages of Orianna and to the players that are laning against her.)
  • The problem is that no matter how hard you punish Orianna during laning phase, she'll always be the super star teamfight champion in late game. Thus, I thought that the ultimate should deal a bit less damage at great ranks, but more early ranks.
  • She should be a tiny bit more squishy so that it's easy to take advantage of her early game where she's not crazy strong, but have an increased armor and health regen so that she can thrive when it comes to making a safe distance with her foes by manipulating her ball and playing safely. -Her auto-attack range should also be lowered, but her passive dealing more damage to make the risk-reward ratio more even. (Because currently, her auto attacks hurt so much and she has quite a decent range along with her shield to make trading even more affordable.) -Her Q should have lowered mana cost to allow Orianna to constantly put pressure to the laning opponent and increase mana cost on W so that she can't constantly spam W to her opponent since it does quite a lot of damage. However, the W should have a more significant CC to add even more utility to Orianna. Also, her Q should deal more damage than before when it hits other enemy units, making up for the loss of Dissonance's damage.
  • My goal in these changes is to make Orianna even more "utilitiful" however, have less damage from Dissonance and Shockwave. On the other hand, her shield will deal more damage making it worth a lot more skills along with her passive, which makes her even more risky-reward to play in terms of basic attacking early game which ultimately leads to a better early game than she is now, but a little weakened late game. Orianna's base Health: 500 (+71 per level)
  • Health regen: 7.9 (+0.61 per level)
  • Armor: 21 (+3 per level)
  • Range: 510
  • Passive: deals (+20% AP) magic damage on hit + 10 / 18 / 26 / 34 / 42 / 50 magic damage. The damage is increased as Orianna attacks the same target by (+20%). (Clock winding stacks twice)
  • Command: Attack (Q) -Mana cost: 40 -Range: 800/815/830/845/860 -The range of the ball increases as the ability of the level increases. -(This is to allow Orianna to kite even better and deal constant, steady damage, than a bursty-fashion of Q+W that used to deal tons of damage) -The Ball deals 10% less damage for each subsequent target hit down to a minimum of 70% damage done.
  • Command: Dissonance (W) -Mana cost: 80/90/100/110/120 -AP ratio: 60% -Magic Damage: 70/110/150/190/230 -Slow/Bonus movement speed: 30/35/40/45/50%
  • Command: Protect (E) -Shield value: 80/120/160/200/240 -AP ratio: 45% -Magic damage: increased to 110/120/130/140/150% of the shield's value + the amount of armor the shield gives. -The width of the range of E when damage is increased by 25. Also, the starting range of where the damage should be dealt should be at the edge of Orianna's ball than the middle. (At the opposite directional edge from where the ball came from and will readjust when the returning position of the target is different than it was before.)
  • To make the ratio of skill to reward more rewarding, the damage portion of the shield should deal a lot more damage making Orianna more active in terms of positioning herself to make possible to deal damage. Also, the shield's AP ratio is increased! (Giving even more utility)
  • Command: Shockwave (R) -AP ratio: 65% -Magic Damage: 170/225/280 -Since this is a huge AoE spell that deals tons of damage, I just thought that the damage portion should be reduced by a little, but at rank 1 it should deal a tiny bit more damage to help Orianna early game. Ultimately, these changes should make Orianna focus more on her mage + utility side and still deal tons of damage, just over time or with more skill to position herself to deal damage from the shield than the plain Q+W+R killing combo.
  • Again, this is just my opinion. How about yours? Feel free to comment.

1 Comments

Dyonas3/8/2015, 10:10:13 AM1 votes

Wall of text.... summarise, use paragraphs or nobody will read it.