Annie's rework for the mid-year mage update (unofficial)

ReworkAnnie··25 votes·15,444 views

Hello !

Before starting my speech, I am French (Renekton : Mh, I'm French, French, I'm French), I am still studying English, so I am sorry if there are a few mistakes in my text. I hope you will still get what I mean.

I am happy to learn Riot is going to work on the "immobile mage", but it seems there is no plan for Annie.

I think that Annie need a rework. Indeed, she is very good actually, but she could be even better. She is a very old champ, so I tried to make a rework for her.

Annie is very strong, she can burst a team in one second, and enemies can not react, there is no way to counter her burst, it is a touch frustrating. I didn't start to work on Annie because I am mad to get oneshot by her. I like playing Annie, but I think that she could have a better gameplay, particularly around Tibbers who is under-used. When I think about Annie, the first word which comes to my minds is Tibbers. Tibbers is her friend, he belongs to her history. The main changes in my new Annie is on her passive and her ultimate. The main changes are :

  • less burst
  • more gameplay
  • more way to counter her
  • more interactions with Tibbers

To be clear, when Tibbers will be alive, Tibbers will have 3 spells activable by Annie's spells.

Let's see the differents spells ! PS : Don't cry if you think that I am crazy on a few numbers ! Don't forget that I don't have a PBE to try this rework !

All of the ratio are magical.

Pyromania (Passive) – Total rework After casting five abilities, Annie's next ability will be stronger : Desintegrate stuns the target for 1,25 / 1,5 / 1,75 seconds Incinerate deals 30 % more damages in 3 seconds Molten Shield gives to Annie 25/40/55 movement speed which decays over 2,5 seconds.

Desintegrate (Q) No change for Annie's spell, except a little nerf of his ratio : ~~80 % ~~→ 70 %

Tibbers spell : Tibbers dashes to the target area after a brief delay, dealing 50 / 85 / 120 / 155 / 190 (+35%) magic damages to nearby enemies upon landing and knocking up enemies in the center for 1 / 1,25 / 1,5 seconds.

Some informations about Tibbers spell :

  • The duration of the knock up increases with the ultimate's level
  • It has 650 range
  • Annie has 2 seconds to choose where Tibbers will jump with the ultimate's button

Incinerate (W) Again, a little nerf of her ratio : 85 % → 60% Range is increased (not a lot, just a bit !!!) and area of effect is 20 % wider.

Tibbers spells : Tibbers emits a wave of fire around him, dealing 40/85/130/175/220 (+30%) magic damages to nearby enemies.

Molten Shield (E) Mana cost : 20 at all level → 20 / 25 / 30 / 35 / 40 Ratio : 20 % → 30 % Some visual changes for Tibbers while he is getting mad, he is doing some stranges noises and he is really furious.

Tibbers spell : Tibbers becomes furious, doubling his armor and his magic resist by 2. He also gains 50 extra movement speed and 30 % attack speed. These bonus lasts for 10 seconds and can be activated only once time per summon.

Summon : Tibbers (R) A fat nerf to her ratio : 80 % → 35 % Cooldown : 120 / 100 / 80 → 110 / 90 / 70 (the cooldown now starts when Tibbers dies) Tibbers stays until he dies, he doesn't die without any reason after 45 seconds. However, Tibbers can't receive any heal. Tibbers doesn't have anymore a sunfire cape. Tibbers autoattack deals damages in an area, like the tiamat. Tibbers and Annie work in synergy, Tibbers has to stay at 1500 range of Annie, or he will instantly come back with the Dark Child.

A few informations about Tibbers stats : Health : 1200 / 2100 / 3000 → 800 + 165 per Annie's level AD : 80 / 105 / 130 → 40 / 65 / 90 (+10%) Armor/MR : 30 / 50 / 70 → 50 + 2,2 per Annie's level Attack speed : 0,625 → 0,725 Movement speed : 350 → 350 / 400 / 450 Bounty : 50 gold → 100 gold

Thanks you for reading ! I really would like to hear your (player and maybe rioter?) opinion about my first rework, it took many times to do this, I will accept every critics, even if they are negatives !

Have a good day !

https://youtu.be/tEnsqpThaFg?t=3m20s

61 Comments

RiotShin Kazuo11 votes

Hey ReworkAnnie (appropriate nickname btw), thanks for putting your time and thoughts into this! Very exciting!

I'm really into abilities that allow you to control a secondary character and cast different spells from it, something like a necromancer controlling minions. In Annie's case, however, I would go against it. Fear not, let me tell you why.

When we think about characters rework we have to think about (among other things) three factors and how the champion is doing around that:

  • Uniqueness: Why would YOU choose that champion? What does it offer that it's different than any other champion? Why would your team choose it?
  • Cohesiveness: What's her core fantasy ? Are we fulfilling that fantasy? Do you feel like you are able to relate to that fantasy when you play the champion?
  • Game Health: Is it a champion that is "balance-able" and that also gives you interesting decisions when playing as and against?

Annie hits the mark pretty well in my opinion. I choose Annie because she has a very strong burst initiation that delivers massive AoE stun cc that allows for a big team wombo combo. When I play her, I do feel like a playful but powerful fire mage, especially when fire particles fly all around as Tibbers is summoned. She creates many interesting moments where she has to deal with her short range abilities and frailness (exploitable by her opponents) to be able to create openings for herself and her team.

Of course, many could argue that she might not do one (or more) of those three things perfectly and that's ok! As I mentioned, most champions are not perfectly fit in just one category, there is a line between sub groups and having champions in that space is healthy and pretty exciting! Think of the possibilities!

While I somewhat agree that Annie "feels a little old", I love her abilities and playing as and against her. It also makes her a perfect champion for new players to try out without the feeling that "oh this is a beginner champion so it's weaker". She is great for new players and can be truly powerful when you learn how to play with her abilities. Imagine forcing every new player to try out their first games with super complex champions like Azir or Ryze! That would just be cruel.

That doesn't mean that the abilities you came up with are bad. Not at all! I just don't think they are a good match for Annie. I would be excited to see some of those ideas in a champion one day, though! Just one thing to be careful of: Having the summoned minion (in that case Tibbers) take over your abilities slots can create awkward moments where Annie is just a punching bag while Tibbers is out because casting spells would just make Tibbers do things and Annie would only be walking around. Maybe abilities that could cast things in between them or relative to their positions... ;)

Keep designing! Always!

darkdill2 votes

What about taking what's put together and modifying it a bit? Here's my thoughts:


Pyromania

After casting 5 abilities, Annie's next offensive ability will stun enemies it hits for 1 second and have bonus effects.

Q - Increase the stun duration of Pyromania by X.

W - Deal 30% extra damage over 3 seconds.

E - No bonus (does not consume Pyromania).

R - Slows enemies struck by Y% for 2-3 seconds.

Still keeps the stun, but adds a little more diversity to what she does.

Or is diversity bad for Annie?

RiotShin Kazuo6 votes

I would argue that creating many different branches of outcome for her Pyromania will consequentially bring moments of cognitive overload to the opponent players because they have to parse all that she can do without any hints on which one she is going to choose.

Also, Rylais is my favorite item on her. Tibbers ult + Rylai's slow is a pretty powerful engage tool if she manages to pull of.

Flitchee1 votes

How so? What he just proposed makes her passive work like brands in a sense, although brands is a bit more potent than that of what he suggested. What it effectively does, is make annie player choose what is more important at the time of use. As it stands now, shes a walking hard stun that is either aoe long ranged, aoe short ranged or single target. and eventually when the stun duration is longer, and she has a bit of cdr, all of a sudden, its a double stun back to back almost (assuming you live through the first one).

Flitchee1 votes

Also I'd like to point out, that an effect of randomness that is apparently a bad thing, shouldn't be, considering when a vayne ult+tumble is essentially your "cognitive overload" in the sense that you can guess where she will reappear, but you don't really know where, and it is also the same thing with loads of other champions that have to make decisions based on the situation, it is how you get cool outplays and stuff.

Avious1 votes

I believe that for her to become even more fun to play and for some more counterplay to be introduced to her kit 2 changes are enough.

What if her passive didn't give her a stun every 4th spell, but after dealing a certain amount of damage to champions? The sum of that damage would start falling off slowly if Annie didn't use her stun for 10 or so seconds, but now it can't be wasted on minions or monsters. That way she would have to fight in order to get her stun while also getting rewarded for fighting by not procing it on minions. The damage required would scale with her level and Ability Power so that fed Annies don't stun every 2 spells while support Annies still can use their passive (maybe nit as efficiently as full AP). For her to be able to deal the required damage E would probably need to be changed into something more damaging while still having a defensive aspect. Here's what I thought about that:

Molten Shield 18/16/14/12/10 seconds CD 100 Mana

For the next 2/2.5/3/3.5/4 seconds Annie releases pulsing fire burning enemies around her for 100/140/180/220/260 (+0.35 AP) [4 waves per second]. Enemies affected deal 20/25/30/35/40% reduced damage to her. This ability can't proc the stun. When Tibbers is alive, activating Molten Shield gives him the same MS boost when moving towards enemy champions as well as the burning effect with more range and half the damage.

I believe this is a better and more fun alternative to its current version which still provides some protection (mostly vs melee), but with more decision making involved (high mana cost, ineffective vs medium/long range, not just a use for stacks ability).

Hope you people see and consider this mini rework :)

ArcticSirius1 votes

Ever think of an internal cooldown for her passive? One where she can't so as much hide her passive so she can't 1-shot combo your team but still short enough to get off in a fight (like 2s)?

LaoBushido1 votes

Shin you seem to have a lot of insite on Annie were any of the reason you listed are as to why she is not a part of the Mage update

RiotShin Kazuo3 votes

The champions were chosen based on how well they were doing regarding those points I mentioned above (cohesiveness, health and uniqueness). While I can't speak for the team that chose the champions that will be part of the update, I can say that Annie was not in a spot that we felt that required a big update around her kit (similarly to how Kalista remained mostly unchanged throughout the Marksman update but others like Graves changed quite a lot).

Guardman2 votes

[{quoted}](name=Shin Kazuo,realm=NA,application-id=3ErqAdtq,discussion-id=jknzXZlM,comment-id=000300020000,timestamp=2016-01-28T21:30:12.481+0000)

The champions were chosen based on how well they were doing regarding those points I mentioned above (cohesiveness, health and uniqueness). While I can't speak for the team that chose the champions that will be part of the update, I can say that Annie was not in a spot that we felt that required a big update around her kit (similarly to how Kalista remained mostly unchanged throughout the Marksman update but others like Graves changed quite a lot).

While I do have complaints with Annie's flash tibbers, my main pain point is her readability on her passive. Would it be possible to give her particles that show how many stacks she has on her passive. Right now the biggest pain is seeing her with no stun up, but then she presses molten shield and now you have a Tibbers stun out of nowhere.

Quepha1 votes

{quoted}

While I do have complaints with Annie's flash tibbers, my main pain point is her readability on her passive. Would it be possible to give her particles that show how many stacks she has on her passive. Right now the biggest pain is seeing her with no stun up, but then she presses molten shield and now you have a Tibbers stun out of nowhere.

try clicking on her.

Guardman2 votes

{quoted}

try clicking on her.

Yes, in lane that is doable. But in the heat of battle you don't have the time or luxury to click on her like that. Decisions must be made as soon as possible. Plus for clarity sake particles are superior to clicking on her.

CrazedPorcupine9 votes

Would you say Annie's Game Health is kind of lacking right now?

Passive: Out of all other "Guaranteed stuns" No other champion is allowed to hold on to them for an infinite duration. Especially when it's on a short cooldown (TF Gold Card immediately comes to mind) Annie's Passive has infinite hold duration, offering her incredibly potent zoning power while not needing to worry if she uses it because she can build it up so quickly

Ult: Her Ult has the same bug/issue as Darius's old Pull does. Even if you manage to flash the AoE before Tibbers drops, you still get stunned because it checks for people in the zone at the beginning of the cast time, not the end, so despite having a .35 second cast time, You still get stunned if you flash it. This means that the counterplay to Annie early, (Flashing as she flashes) doesn't work. This makes Annie's level 6 zoning INCREDIBLY potent.

The solutions to these issues are incredibly simple. Passive: make it last 6/8/10 seconds before expiring (increases at 7/13) so that annie can't just zone infinitely with it, and make it so that her E doesn't build stacks.

Ult: Give tibbers a range based delay (Like Soraka Q) and make the passive/stun apply at landing, not at cast. If this change means you need to buff tibbers in some way, then go for it.

Overall, Annie's in a pretty solid spot, feeling unique and powerful, but because of her Passive's potency and her Ult's sheer power, she's kind of unhealthy as a champion. This is evidenced by her outrageous common choice as a support.

Quepha2 votes

{quoted}

Out of all other "Guaranteed stuns" No other champion is allowed to hold on to them for an infinite duration.

Taric, Malzahar, Pantheon, Nautilus, Vi, Urgot, Warwick.

Phoenix Kotori 2 votes

getting reworked, ult, puts himself at risk, ult, ult, ult, ult & puts himself at risk.

LankPants1 votes

How does Vi's ult not put her at risk?

I think it's also worth mentioning that a lot of these ar fairly heavily telegraphed and delayed when compared to Annie's Q.

WW is also getting reworked eventually.

Son Jarvan2 votes

How is Annie's stun not heavily telegraphed? She has extremely short range for a mage, not beyond her old AA range, and glows with giant particle effects when her stun is up. She's almost completely reliant on Flash for initiations specifically because of how telegraphed her approach is.

LankPants1 votes

Annie's stun is somewhat telegraphed but it's not as telegraphed as Naut's or Vi's ults.

RottedApples2 votes

there is a trick you can do with annie to make the stun hard to keep track of. Instead of just sitting on the stun, sit 1 stack before the stun and if you use q to proc the stun you can q, and then while q is mid air, use e or w (which are instant) and the q will stun when it hits.

this is generally how her combo can work anyway. since w and e are instant never actually has to sit at max stacks (and therefore have the particles above her head) to still be able to do aoe stun initiations.

Phoenix Kotori 1 votes

How does Vi's ult not put her at risk?

It does, I just didn't think about it when I posted this for some reason.

Quepha2 votes

[{quoted}](name=Quinn of Yuri,realm=NA,application-id=3ErqAdtq,discussion-id=jknzXZlM,comment-id=0003000300010000,timestamp=2016-01-28T07:31:36.305+0000)

getting reworked, ult, puts himself at risk, ult, ult, ult, ult & puts himself at risk.

When has Annie's range ever been long enough that she isn't at risk?

Phoenix Kotori 1 votes

Its not risky compared to melee range.

It's pretty much the longest range point & click stun in the game at present.

Quepha1 votes

[{quoted}](name=Quinn of Yuri,realm=NA,application-id=3ErqAdtq,discussion-id=jknzXZlM,comment-id=000300030001000000010000,timestamp=2016-01-28T19:16:04.866+0000)

Its not risky compared to melee range.

It's pretty much the longest range point & click stun in the game at present.

I would argue that it's still incredibly risky given that the level of mobility on Annie's kit is absolute zero and she's very squishy.

Also, I have no problem with a champion having an ability that is uniquely the best in a given situation. Champions should be different from each other.

Phoenix Kotori 2 votes

She's less squishy than you'd think Molten Shield's 50% uptime even w/0% CDR which only 10 weaker than leona's w (w/o it's scaling) and her hp & armor are average make her much less so than you make her out to be.

DeathBurst2 votes

And Leona? Irelia? There are so much guaranteed stun. Crazed Porcupine affirmation is just wrong...

Phoenix Kotori 2 votes

Leona? Puts her self at risk Irelia? Conditional puts herself at risk.

After Taric is reworked (unless he keeps his targeted stun), annie will be one of the last remaining non-ult no risk ranged targeted stuns. They aren't healthy for the game targeted CC either needs to be something weaker than a stun or have some risk/trade off.

DeathBurst1 votes

Leona, at risk for being in melee range? Annie is 3 times more at risk when she's in range for her Q than Leona when she's in range of her Q. Sure, Leona range is shorter, but you seem to forget how tanky Leona is, compared to Annie.

If you are satisfied with Leona's stun, you have no place to complain for Annie's stun...

Skelenth2 votes

You are comparing apples with trains. Leona deals by far not as much damage as Annie, she is a tank after all. Annie can use her stun to kill every carry in her range every 10 seconds.

DeathBurst1 votes

I do agree it's apples with trains, but it's not me who forced this comparison in the discussion. There are plenty of "Guaranteed Stuns (tm)" in the game, Annie's is far from the only one, and plenty of them do not have significant trade-off. Being in the middle of the enemy team is NOT a trade-off for Leona, "she is a tank after all".

Saying that Annie should not have a "guaranteed stun" on principle is stupid, the balance of the kit must be judged as a whole. And this guaranteed stun accounts for a large part of Annie's power budget, she may be frustrating to play against, but she's not OP or anything like that, and she does have a lot of drawbacks to compensate for it.

P.S.: If Annie is deleting your carries every 10 seconds, either she's monstrously fed already or you are doing something wrong. Because she shouldn't 2-shot you with just her basic spells and without her ult and ignite.

Vistha Kai1 votes

Their stuns are restricted to one ability on long cooldown.

Unlike Annie whose kit is like a walking stun with a tenth of the cooldown.

DeathBurst2 votes

lol'ed at "If this change means you need to buff...". I mean, you just proposed to nerf her 2 main strengths, of course she will need compensatory buff elsewhere... -_-

cringed at "evidenced by her outrageous common choice as a support". I really hope I did not understand properly and that this does not mean that any support need to be unhealthy to be competitive...

Son Jarvan1 votes

Annie is a rare pick by high Elo players and isn't even close to the realm of consideration for professional play, so randomly throwing around your assessment of Annie's power level as a stone cold fact is dubious. You're proposing HUGE nerfs to her on the basis of little actual logic. You say Annie is the only champion that can "hold on to" a stun, but your comparison (Twisted Fate) is the only champion in the entire game who doesn't hold on to their CC indefinitely. Saying that Annie is OP because one champion in the game has a weird time-based stun is ridiculous.

Tibbers' instant cast is part of Annie's strength. I could actually tentatively agree with it being changed to add more counterplay, but she'd need a huge buff to compensate because it would be a huge nerf.

CrazedPorcupine1 votes

During parts of Season 4 and into season 5, Annie was a top tier Pick for support because of her instant AoE stun + Damage.

Only since they nerfed her early stun did she stop getting picked as a support. Doesn't mean she's not still a potent pick for support.

Son Jarvan1 votes

I didn't say anything about whether she was viable as a support or not - she's fine in solo queue, not in competitive. Sure, in Season 4 Annie was picked in competitive play. Then she was nerfed, and currently sees absolute zero consideration for either mid or support. I'm talking about her power level now. It makes zero sense to say that she needs to be nerfed because of her strength two years ago that she was already nerfed for.

GhastlyGhoulMan4 votes

[{quoted}](name=Shin Kazuo,realm=NA,application-id=3ErqAdtq,discussion-id=jknzXZlM,comment-id=0003,timestamp=2016-01-28T05:50:09.866+0000)

I would definitely argue that she does not match the three ideals you mentioned in the way that she should.

Game-Health: When a champion has to literally be balanced around a single summoner spell (flash) I do not see that as being healthy. On the contrary, it makes it impossible to get within a lane's worth of distance to her if she's got her stun up. Heck, even if it's not up, if she's sitting on, say, three charges of her passive (which she can use to hide the fact that her stun is almost ready and can exploit with a quick Molten Shield-Flash-Tibbers) the enemy team has no warning to it, which is what I thought the whole purpose of the passive white swirl visual was intended for.

In addition, you cannot flash out of the ultimate to prevent the stun. Often if you try, you will still flash away but will still take damage and get stunned. Not sure if this is a bug or intended, but still an unacceptable interaction.

Cohesiveness: I would say she's more on the dot with this one, but still not fulfilling the fantasy of "You better not touch me, or my bear will rip you to shreds." Yes she feels playful to play as (her voice acting helps awesomely), and her harassing ability gives her this vibe of "catch me if you can/dare". However, two abilities stand out to me as not fitting her theme/ideal playstyle much at all. 1. Molten Shield feels weird since you're not really trying to get people to attack you a la Rammus... You're trying to burst kill stun burn them before they can touch you. It's more of an instant spell to proc a passive charge to prepare for the stun. 2. Tibbers is not the reason you ult as Annie. An Annie ults for the aoe stun; Tibbers is just a convenient sideshow/objective tanker.

Honestly, Riot should either remove Tibbers entirely so they can either solidify her identify as a fire mage (not what I'd prefer) or embrace Tibbers entirely as a more necessary part of Annie's identity and kit instead of a convenient side effect (make it so you act vicariously through Tibbers, and making his biggest weakness killing Annie. In other words, making her a flaming bear-mancer).

Uniqueness: I can guarantee that embracing her flaming-bear-mancer side would definitely fill a unique spot in League. Of course, uniqueness for uniqueness' sake is not in itself a valid reason for change (what many have argued happened to new Mordekaiser, whether true or not). At the moment she is typically played as a squishy, high damage support that also has high harass and zoning potential. She also excels at tower dives thanks to Tibbers the meat shield.

Where she falls is if she gets stunned first and bursted or doesn't have a stun up. To be honest, I'd say her unique spot is that she's like a mix between Brand and Leona, except Brand is currently much more aoe damage oriented and has dots, whereas Annie has a much more reliable stun/wombo set up. In addition, Leona is more tanky and has more consistently available stuns. For Uniqueness, I'd say she's in an acceptable but could-be-improved spot.

Overall, I would say Annie deserves a bit more attention to possible changes than what Riot may believe.

RiotShin Kazuo4 votes

It's a good argument, I see your point!

I personally believe Annie is more than her ability to flash to be able to be relevant. Flanking or comboing movement speed bursts (like Sivir or Kalista ult) are pretty strong if she is allowed to reach her target before being locked down and killed. And we love to see that interaction! It would be boring if Annie would be able to do all that just by herself without a good team around it. Flash+Tibbers is just one of her strong points and I would be super sad if people start seeing her as just that. Hopefully they don't!

Like others pointed out, I love that she is super strong and great at locking down things if she's allowed to, but zoning and poking really wear her out.

I totally agree on the Molten Shield. I think it's not a satisfying spell to use. Right now it's mostly about "mash E to stack stuns yo!" and less about "hmm, I'll take hits so I better raise up a cool fire shield". Hopefully we will be able to take a look at that at some point!

l Helios l1 votes

I get the deceptive tank stats it offers (decent Mr + armor for basically free) and a stack, but it lacks any interaction with her passive outside of offering a stack. It could be changed to a damage ability or something to offer that level of interaction with the passive stun.

Quepha1 votes

{quoted}

I get the deceptive tank stats it offers (decent Mr + armor for basically free) and a stack, but it lacks any interaction with her passive outside of offering a stack. It could be changed to a damage ability or something to offer that level of interaction with the passive stun.

I think it's pretty important to Annie to be able to increment her counter when she chooses without worrying about blowing a damage spell

l Helios l1 votes

Yeah that's not bad. It's just it doesn't use her stun or anything, so the interaction is very one-dimensional.

Avious1 votes

Seriously, I have no idea why you people defend Annie so much. She may not be OP or really broken, but she definitely isn't ok. Her zoning ability along instant stun and huge burst are definitely not a healthy mechanic. Yet you people pretend like it's fine because she's short-ranged and "squishy" (roa/rylais hourglass +E makes her one of the beefiest mages).

By changing some of her frustrating or boring aspects of her kit (passive stacks falling off and E reworked) more power budget could be invesred into fullfilling her fantasy, which for me is a twisted child who uses her fire magic and even more twisted teddy to wreck anyone who pisses her off.

Edit: Just got an idea. What if her passive didn't give her a stun every 4th spell, but after dealing a certain amount of damage to champions? The sum of that damage would start falling off slowly if Annie doesn't use her stun for 10 or so seconds, but now it can't be wasted on minions or monsters. That way she would have to fight in order to get her stun while also getting rewarded for fighting by not procing it on minions. The damage required would scale with her level and Ability Power so that fed Annies don't stun every 2 spells while support Annies still can use their passive (maybe nit as efficiently as full AP). For her to be able to deal the required damage E would probably need to be changed into something more damaging while still having a defensive aspect. Here's what I thought about that:

Molten Shield 18/16/14/12/10 seconds CD 100 Mana

For the next 2/2.5/3/3.5/4 seconds Annie releases pulsing fire burning enemies around her for 100/140/180/220/260 (+0.35 AP) [4 waves per second]. Enemies affected deal 20/25/30/35/40% reduced damage to her. This ability can't proc the stun. When Tibbers is alive, activating Molten Shield gives him the same MS boost when moving towards enemy champions as well as the burning effect with more range and half the damage.

I believe this is a better and more fun alternative to its current version which still provides some protection (mostly vs melee), but with more decision making involved (high mana cost, ineffective vs medium/long range, not just a use for stacks ability).

Hope you people see and consider this mini rework :)

Quepha1 votes

{quoted}

Hope you people see and consider this mini rework :)

Sounds terrible.

WarWork1 votes

This feels less like a good respond to the valid counter-points he made, and more like you just really don't wanna change Annie and just saying anything to justify how you feel regardless of validity.

And all everbody sees as Flash+Tibbers.

ReworkAnnie1 votes

Hey man !

Thanks for your very long answer ! :) I got a lot of feedbacks and I am very happy.

Have a good day !

Voluug139 votes

There is no plan for Annie because Annie is one of the few champions left to counter mobility bullshit.

Remove her supposed ''lack of counterplay'', and all you get is a champion losing her gameplay identity that only Vayne and assassin Mains hate.

She doesnt delete teams, she doesnt have the range to, she is slow and inmobile. How is she OP again?

Narasimha5 votes

Not even that. For all intents and purpose's, Annie is the beginner's first mage. Much like Yi is the first jungler you'll probably pick up, Annie is there to show you how to play a mage. She's meant to be incredibly simple, yet still effective.

Flitchee1 votes

Her op thing, is only op in the sense that in bot lane especially, at level 6 all you can do is pucker your bum and get ready, because she 100-0 you, and as op stated even if you flash, 70% of the time it still stuns you.

Voluug131 votes

Unless she burns flash, she can only stun you if you are Vayne. The only other adc is Sivir who can spellshield.

SnugglePuggle943 votes

Your idea is neat, but they won't do anything that drastic to her. The main reason why they don't touch her is because any change will make her pretty much unviable to play. She's one of the few left that counters mobility, and she needs to stay that way.

She does have counterplay. 1) click on her and you will see how many stacks she has, so there you know if you can go in or not, 2) after she uses a stun on a minion, go in on her. 3) she's slow and squishy. Use that to your advantage.

Baunjo2 votes

Honestly, this sounds a whole lot like how our beloved Ekko is allowed to go full tank, have a great amount of damage and be able to have all the cc a tank needs, I really hope that is not the case.

Calabok2 votes

Just put a cigar in her mouth and there you have it

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