2000+ Games as Akali. Riot & community, can you read what I have to say about her update?
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===================== #TL:DR is available at the bottom (If you really have no time) #However, I have spent 6+ hours writing this post so it would be the respectful thing to do #if you can spend 15 minutes of your time and read it.
#Dear Riot & community,
#First I want to say this is not a rant. I promise you!
It may sound a bit at places but it's not!
I genuinely want to offer you help here as someone who has tons of experience with a champion.
I am glad that it is being noticed that you made Akali really UP but what you are doing is not solving the problem created with her update.
She has intentionally made clunkier play style and feels less Assassin/Ninja like.
FIRST of all I am not just talking about just her fighting style (and how Riot is enforcing that she MUST use her shroud when she is trading).
#Riot, you took away her split pushing as well!
(Which is an important fallback mechanic that keeps assassins relevant to the game. )
#Assassins who are not strong enough to team-fight
Reason 1: Due to strong CC/peel/shields enemy team comp (read
or
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+ plenty of hard CC from tanks/mages) Reason 2: Because of a bad lane-ing phase for the assassin - be it due to a good enemy gank/camp, a counter pick or simple enemy outplay. (Then the assassin finds himself with half or a full item behind the enemy carries and can no longer team fight.)
#When this happens they should still be able to split push and use their mobility and 1vs1 potential to pressure the map and catch up on gold!
Now here is a list of things that changed for Akali and prevent her from pushing well:
- No longer can fast clear waves and heal at the same time (because her E has no spellvamp now.) So if you managed to kill your laner (or force him to back) you can't use E to clear because you want to AA (once every few seconds) to get your HP back before they or someone else comes.
- No longer can demolish turrets quickly (Passive no longer works on structures)
- No longer can fight Tanks (her burst may be slightly better but her 2-10 sec DPS and sustain got demolished hard)
- No longer can tower dive enemies (because her R damage & stickiness as well as her passive sustain are non existent)
Riot took away so much from Akali in exchange for conditional invisibility (500AoE) that is also HARD COUNTERED by:
because they don't care that you are invisible (meanwhile they enjoy your lack of sustain and damage)
and literally every champion with
or AoE damage abilities.
Honorable mention here is the new SHIMMER which makes AoE/Skillshots better against shroud.
Meanwhile, she destroys
and etc (melee AA based champs) BUT only if they don't run away from her shroud when she puts it down to trade. (Good players don't just sit in it....)
#I remember you policy on hard counters - "It should be beneficial to counter pick but not impossible to play around."
Akali has zero ways to "play around" a TF/Rengar ULT or Lee/Lulu mark. Basically you put down shroud and suddenly get game over because they see you while you are balanced around the idea of being able to "safely" wait for cool-downs in shroud. The enemy counter play is to CC you immediately after you leave cloaking and burst you down or to disengage (leave your R range from shroud) before your cool-downs are back.
#Don't get me wrong invisibility is strong but it's not impossible to counter and does not justify so much power budget allocation.
_**
Another big, BIG problem is that most of the time when you start an assassination you are full HP and waste your passive heal.
A commonly occurring scenario caused by this (taken with a grain of salt):
Following your engage and wasted sustain the enemy ADC just dashes/flashes away and kills you in the next 2 seconds because you couldn't burst him fast enough and had no sustain to survive his retaliation. (assuming you even managed to gap close again and did not get kited or peeled off.)
That just feels terrible... It's not fun at all.
_**
#I mean you want to remove TANK Akali right? Not the assassin/fighter one...
Punishing her for buying damage items and not tank stats by practically removing the sustain she gains from AP and AD when she attacks at full HP doesn't seem like a good idea.
Akalis passive Vamp was her MAIN survival ability and not her "pink ward it" shroud.
PLEASE don't bring the argument "But you can't pink ward it" now. Because as explained above there are ways to reveal/break invisibility, AoE damage and skill-shots + the brand new SHIMMER mechanic exist!
#Let us be perfectly honest here Riot - outside of healing between fights and the magical 1 proc after 4 sec spent in shroud (if you survive) you have basically removed her sustain aspect of the passive.
Putting bigger ratio is not going to FIX the problem of it MISSING for 4 sec after the beginning of an ALL IN.
I am sure everyone here can confirm that:
Trades between carries and assassins are fast and brutal (1-3 sec and one person dies) so if you want to promote an awkward 4sec + fight by giving Akali such a clunky passive you are doing something bad.
A big part of Akalis identity ~~was ~~ IS to be the AP Attrox - In other words the Drain Fighter only limited by her energy and cool-downs.
Mind you that the tools to play around it:
- Healing reduction
- Hard CC
- Exhaust & Ignite
Exist and are openly available to most!
#Whatever it is that Riot did is not the way guys... This is a personal opinion as someone with 2000+ games on her in the past 2 years Main account EUNE / 2nd Account on EUW
*BEFORE someone argues that my opinion is biased - YES, it is. That however, does not make it null and void.
#Example:
If a doctor wants to save his brother who got in a car crash by suggesting to the guy who will OPERATE on his brother a way to perform the life saving operation is his opinion biased? Yes, of course it will be but IS IT NULL & VOID? Will the other doctor simply just sign it off even if he is obviously unsure of how to perform such an operation?
#No, I think not! Opinions can matter even if they contain obvious personal interest.
BEFORE you say I am not a doctor I must remind you that we can take analogies only so far but my point still stands firm!
#I have spent 2 hours a day on average for the past 2 YEARS of my life playing Akali on summoners rift and enjoying myself.
With the current Akali playing is TORTURE, but I force myself to try and adapt to grow into liking it.... And it's not working.
_** #So I have some suggestions and I hope you can take them into consideration when you open up Akali to operate her: (You have probably correctly noticed I am comparing this "Update" with a possibly terminal car crash) _**
#First and foremost! Instead of putting a cool down on her passive and forcing her to
- play around her own passive cool down
- play around the enemy cooldowns (hard CC/shields/flashes etc.)
- play around her energy, Q cool down and R stacks
Seriously Riot, One person can only play around so many things before all his opportunities get buried. Unless they are Faker. (Stop balancing based on LCS!)
Don't force Akali to wait in shroud even when the enemy used their CC simply because her DPS/Vamp does not exist without the passive being off CD.
_**
So why not make it work like this:
After Akali uses her Q (throw) she gain healing on her next AA within 5 sec. (scales down with CDR [a self nerf] REASON BELLOW) After Akali uses her E she gains magic damage on her next AA within 5 sec. (This works on towers!) (scales down with CDR) After R cast she gain 30% Attack speed for her next 2 AAs. (can last 2-3 sec) On Kills and assists Akali **GETS 20-60 Energy ** (based on how much she is missing) and 1xShadow dance Charge When Akali OVER-HEALS she gains a 2 sec decaying shield instead! Like
Reason for SELF nerf CDR: To avoid abuse of double Q shields or pre stacking E for more burst the empowered AAs last less with CDR and the shield decays over 2 sec.
#Note: If you use both (Q+E) the healing AA will occur before the DMG AA #HOWEVER! Her DMG AA will take effect on the next hit (2nd) even if Akali casts another Q (and gets heal AA setup) on the condition that the DMG AA empower will expire before a 3rd AA is possible. (I am sure you have noticed this by now but I REALLY HATE wasting my passive. That way one common combo: Q wait +R +AA +Q+E+AA has 1 heal 1 burst and a 1 charged heal ready (The DMG AA does not expire)
#Naturally you can adjust the numbers of the AA bonuses accordingly. Currently, her passive numbers are way off the charts in terms of possible burst/sustain but if you make her new passive centered around her basic damage abilities and then work out the numbers
I am convinced she can be balanced and healthier.
_**
#Now lets talk about the changes you are making now in hope to fix her:
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Her E doesn't need 70% AP ratio (that is ridiculously high combined with the AD ratio)
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Her W doesn't need to be 60-40 Energy! She should just not be forced to use it immediately in any fight after a trade.
-
Increasing the Healing on the passive AA has no meaning if she continues to waste it when going ALL IN at full HP.
_**
#Akalis identity - What she is to me as someone who spend hundreds of hours playing her.
We Akali mains don't need you to make her E a 2nd Q (big damage source) because you demolished her ult.
More AoE damage is not the answer. Katarina is the AoE damage assassin. Akali is the single target one. She marks someone kills them then goes on the next person.
The base for the Ultimate nerfs was that it had:
- very high base damage
- low cooldown
(150/200/250 + 0.5AP) on a 1 sec CD and THAT as in the SUM OF IT made it possible for tank Akali to abuse it.
- 750 free damage in 3 sec no offensive items required.
I don't mind demolishing the R base damage but making it 50/100/150 but the 0.25AP is plainly ridiculous! (basically LVL 3 Ult now does less damage than old LVL 1 ULT not counting CDR.)
Akali **needs **her ULT to do at least some damage so she can chain kills when she gets resets and rank up towards the Penta counter.
She was a reset monster just like Katarina but single target. It felt damn good to get an extra 500+ damage dash (that vamped you for ~200 HP) after killing someone and continuing your spree using that "Omph" damage and heal to go on the next enemy.
#It just felt NINJA you know? Dashing around and dishing out tons of damage.
She has always been the SUSTAINED BURST champ for me.
That is the reason I liked her! It is why I started to main her!
She never had the fastest bursts (Like the old LB 1500 dmg in 0.5 sec or current AP Diana) but she could dish out the most damage of all the assassins in an extended 5 sec fight! Her DPS over 5 sec was second only to Crit marksmen, Jax, Yi and Trynda (some other fighters/juggernauts as well with the proper full DMG builds).
#She was the Hybrid Assassin/Fighter that was balanced precisely between these 2 roles.
Every time at the End screen when you open the graphs and saw you did more DMG than anyone else you would go "Well done me" because you know you didn't CC anyone or heal teammates to contribute to victory. You have one job => "Tons of damage" and you did it well.
#I rarely do the most damage on the team since the update!
#How can I feel good about my role in a victory?
I don't want any Hate for saying this but keep in mind that I played Flex ranked and it was matching me up against silvers and golds while being a diamond Akali OTP with 2k games. I mean it's not lack of lane-ing presence and not getting my items.
She just can't dish out the damage anymore.
Akali was the "Kill them all to survive" champ. Nothing felt better than slaying a carry with no MR and suddenly being full HP again (when they brought you low) so you can fight someone else.
#If you decided to attack a tank their MR reduced damage taken so you vamped for less HP from them.
THIS is where spell-vamp was healthier than an empowered AA heal that only scales with Akali stats. MR naturally prevented Akali for stealing too much HP when fighting MR tanks. So you need to take that into consideration as well. (I don't need every tank main on the boards to hate me)
Back on topic. The general way a game as Akali would go was:
Survive the first 8 minutes(Early lane) priority on survive and secondary get CS, then earn your advantages in the first 14 minutes(extended lane and first roams), then
Go Ham and have fun champ. (take over mid game)
You then took crazy risks and made everything possible to push you advantages to the limit in mid game. Even if it often got you killed. (Akali was strongest at 14 - 25 min of the game) You had to put your team in a position to win before the 30 minute mark because then you fall off and skirmishes where you can do well are rare. (it's mostly grouping and explosive team-fights)
_**
#What I want to express with my "Tons of words" is that while stealth and silence is a part of the NINJA essence you tunneled on it and are missing one BIG thing!
Ninjas should be Agile, Versatile and Deadly!
Ninjas should always be on the move when opportunity is presented (for assassination) and not just skulk around in their shroud because their damage pattern is ridiculous.
Do tons of damage (Unholy levels currently with Q+AA 2nd hit) or do zero damage... (passive on CD and no Q available)
Motion is what made her fun to play for me.
Being the inescapable monster with a dash per second and preying on anyone stupid enough to be alone with no hard CC when you are at your strongest. (14-25 min mark)
Her team fighting: Darting around like insane and avoiding skill-shots while demolishing squishies if no one manages to CC/Exhaust you. Throw the W if you get focused by everyone or use the Zhonya. (easy counter -1 item slot with Pink but now you have lesser counter=Shimmer that takes no item slots)
_**
That is what akali is for me. Sustained burst + Mobility + Vamp to keep the fight going and finally the reward for success => Kill someone and get (old R) more damage, mobility and sustain.
She was dynamic! Sure binary but also more dynamic than she is now.
The Epitome of Ninja is to be Great at Assassination but ALSO a Good Fighter. That is her fantasy.
Not a tank, not a marksman, not a mage and obviously not a support!
#Akali needs to be an Assassin and a secondary Fighter. That is her identity to me.
_**
Your changes made her into something between a WARD/Observer and an assassin.
In a team-fight she gets to play as an assassin for 2 sec.
Then becomes a ward/observer for 4 sec (gotta wait CDs)
Then assassin for 2sec
Then ward for 2-3sec...
You get the idea. There is to much inactivity (unless you are doing your best to survive tons of AoE damage)
_**
My bottom line here is that If i wanted to play a ward i would pick Teemo and if I wanted to observe I would watch LCS and not my boosted bronze level team-fights.
Riot, being forced to wait when action is going on everywhere around me is simply not fun.
#I should have a choice between skulking around and striking! Opportunities are rare and must be ceased!
This new passive + W:
It's like you made some cool game element like stealth in Assassins Creed but then forced it as the only way to progress the story line for 60% of the game. And if you somehow fail at stealth the guards 100% kill you. To the point players get absolutely fed up with stealth and just want to go around and you know kill stuff. (their favorite 40% of the game).
Which just makes the game as a whole not a pleasant experience.
_**
#Riot, Akali was never a full assassin because you never gave her a fast burst compared to the others but instead gifted her Spellvamp - the tenacity she needed to survive and eventually prevail.
Trying to change her into something she is not for everyone who loves her and plays her is a big slap in the face!
Don't do it. Please just don't... I know we are but a mere 1% of your community but this is too much.
Akali should fill only 2 boots. 1 foot assassin and 1 foot Fighter. The champion should have no other play styles.
Akali players have always been bruiser assassins (before the tank perversion) who were greatly rewarded for getting their job done (killing the enemy main Damage sources) and thrived in the extended fights that followed with their superior sustain
Her pattern was always:
Kill the carries (and avoid CC/focus before that if you don't wanna die pointlessly) Then fight (if the enemy doesn't manage to burst you down in CC) and out-sustain the tanks or do enough damage to them so your team can finish them off.
#Now she can't do that cause her LVL 3 ULT as full AP is about 300 damage (with 600 AP late game) and offers her no extra sustain.
That and the clunky passive that is either too effective or is simply not there when you need it most.... (4sec CD)
_**
#Now what I can suggest here is:
Instead of giving the 70%AP ratio on her E leave the E at 50%.
Make R great again! (Trump not intended) Give it 40% AP ratio (extra 15%).
That and the 30% AS for 2 AAs will make it feel like an ultimate ability again.
CD between dashes should be 2/1.75/1.5
(a good Akali won't spam it for damage because it would mean losing her AS steroid that complements the passive)
Akali is the "Kill the ADC even if he has flash/dash" champ not the "oh he flashed away and right clicked me... let us die now" champ.
Her only counter play is supposed to be a good support player or tank that actually cares about peeling for his carry instead of blasting all his CC on the enemy front-line and forgetting about his team back line.
I mean her being constantly in the ADC face is unhealthy yes, but there is also the element of the ADC being given TOO MUCH breathing room (like now) and being able to kill you before you can gap close again or force you to shroud when you need that ability to escape after you kill him so it doesn't end up in a 1 for 1.
I believe a CD of 1.5 sec that scales with CDR to 0.9 sec is perfectly reasonable for late game when an ADC can flash away then crit you with 2 AAs in those 0.9sec.
(Add the travel time of the 2000MS dash of 500 range and you get 1.15sec which is plenty of time for 2AAs from a marksman) So if he Crits akali is basically left with 1/3 of her HP before gap closing again.
That, Riot is the improved CD I suggest. Have you realized what you did to Akali as she is now in the late game?
#2sec between R!
Currently, you are forcing a MAX 45% CDR Akali to wait for 1.1 sec between dashing. add the travel time of 0.25 sec for 500 range and you get 1.35 sec - In other words most certain death.
_**
You pick assassins to deal with ADCs and APCs and while the APC can have a Zhonya (because they are not good at slaying tanks) NOTHING and I mean NOTHING but well coordinated team play (peel and protect) should be an excuse for an ADC to survive a 1vs1 against an assassin in a 3 sec interval.
ADC vs Assassin should not be the ADC win when they have even items. Even late game.
Dying as an Assassin who jumped a left alone carry in the back line JUST to burn their flash and 2 sec of their time feels extremely bad.
I can't even describe how frustrating it is to know that your entire value in a teamfight is a carry flash and nothing else.
_**
#Lastly I want the W to not feel horrible to use.
This is not as important as the rest but would be great because I hated the OLD W and I hate the NEW W even more.
My W suggestion: 2 steps cast: 1st cast: 0.15 sec cast time + OLD W placement but the ANIMATION should be of throwing a smoke bomb at location (You know #NINJA ) 2nd cast: Within 1 sec of 1st cast with 0.1 sec cast time + 150 Range ROLL (not a blink as it has broken interactions and can be OP in my opinion) BUT IN ANY DIRECTION. (even away from the shroud but NOT over walls.) What you get from this is a 115 range gap closer that takes 0.1 sec to execute (instead of walking for 35 range in that time with 350 MS) W lasts 5 / 5.5 / 6 / 6.5 / 7 sec (slightly reduced duration due to more overall utility) Slow: 14 / 18 / 22 / 26 / 30% MS up is permanent inside: 20 / 40 / 60 / 80 / 100%
#Congratulations Akali now has **versatile **tool with great utility that she can use to:
- chase
- team fight(hide)
- bluff (zone squishy)
- escape (juke),
- check bushes
- R dash over walls
- help her teammates escape by slowing pursuit when things go very shitty very fast
- or simply to get assists at long range for a kill (without doing damage).
#Now you don't need to lower the energy cost for it because we Akali players no longer will feel bad for ~~wasting ~~ USING 80 energy for it. (You can even keep it at 80 Energy at all levels as now it's actually useful ability without having a potentially broken blink.)
THIS IS IMPORTANT!
Akali should be allowed a choice between Shroud + 120 Energy for damage or 200 Energy for Damage and no shroud. She should be able to choose when is the best time to shroud and manage her energy so she can use it if she really needs it because it's that once in a fight utility that you want the maximum advantage from since it can really limit your DPS potential.
Dear Riot, just because you gave it invisibility doesn't justify you forcing it on Akali players for every trade they do if they don't want to lose that said trade.
(Remember the forced stealth or deadly guards reference)
It has a massive cool-down and should be used only once in a fight when the moment is dire and you really need it! (everyone wants to murder me / time to escape/ I need to dodge some key skillshots) As opposed to the current: (Did I Proc my Q and passive? Yes => then lets shroud and be on standby for 4 sec cause we have trash DPS and no sustain now.)
#Point is the W being her longest CD ability should be used strategically:
- to get a breather and assess the situation (and possibly change your target if your team brought someone to HP low enough to kill with R+AA+E+AA also known as KS=Kill Secured)
- to make some crazy skillshot dodges (you draw enemy focus and outplay it with MS so your team can DPS their tanks while their backline is focused on missing you with every skillshot they have. When you play it well)
- or simply to get the hell out if you see it's going badly for your team. (and cut the losses so you can regroup and defend objectives)
Akali should not be forced to shroud immediately and wait 2-4 sec in every fight/duel because she has no damage and sustain to go even with any FIGHTER/MARKSMEN/SUSTAIN DPS MAGE in a duel 1vs1 with even items after bursting them for 2/3 of their HP.
The amounts of times I died after bursting some carry low
- on the edge of a team fight
- Just us alone
- them at 300 HP after my rotation
Then proceeding to fail in delivering a fatal blow (no more damage for 3 sec) because they life steal faster with their right click than I do damage with my right click was TOO DAMN HIGH!
_**
#My thoughts on assassins:
Riot, you want the assassins not to 100-0 people in 1sec?
Fine, it can be arranged but then give them the tools to 30-0 them in 2 sec if they are 1vs1 without using their full burst combo.
I am not some tank with no CC left so that the enemy ADC can happily trade auto attacks with me at melee range and start healing.
I die in 1-3 sec window because of their high DPS and me buying 600AP and 100AD instead of tanky stats. It is only fair that they should be taking at least some reasonable damage when we trade AAs!
An assassin should be rewarded for managing to get some alone time with a carry and not be punished for it by being forced to use half their energy and only escape tool so they can wait for a 2nd rotation of their damage skills.
Meanwhile, that 2nd rotation is usually wasted OVERKILL. (Lets do another 900 DMG rotation on the 300 HP carry)
Most of the enemy squishies are left with 1/3 of their HP after 1st rotation (but can then out sustain your damage if you try to force the kill since your normal AAs on the current Akali are a joke.)
Which leaves you to pray (inside your shroud) that no one comes to screw you with hard CC, blow you straight up with tons of AoE DMG AND ALSO that the carry is still in your engage range (and was not healed) after you get your CDs back.
Note that getting screwed happens a lot of the time simply because you just threw a big smoke bomb shouting "Assassin after your carries is hiding in here" in the middle of the team-fight...
Bottom line here is: SALT. Tons of it. It is simply what I feel about this.
_** #If you follow my suggestions for a new Akali passive playing her and doing the job (of killing stuff) can feel rewarded because everything in her kit will now have synergy:
- You have split push again - so you can catch up if you fall behind or have unfavorable team fight comps (E on minions + magic AA on tower )
- R makes your AAs smother with AS steroid (passive is suddenly no longer horrible nightmare to use)
- Q + AA gives you healing and massive single target damage
- E + AA gives you moderate physical AoE DMG + good magic AA damage (Now you can prioritize AoE damage OR more Healing when you chose how to spend energy and in turn your Empowered AAs)
- Kills give you just enough energy (20-60 based on how much you miss) so you can make that extra dash count (without one shooting the next guy with bonkers R damage) since you can Q again when you get on the enemy to keep the fight going and yourself alive. In other words => PentAkali potential is restored but burst is still delayed and you need to have proper target selection.
- managing your energy correctly and not spamming R will be even more important mark of a great Akali since her passive is now tied to her energy and her R is optimising her passive. She doesn't get any free stats when she goes OOE and is officially finished (has to run or die).
#Akali will feel more ninja than ever before.
Just sort out the new passive AA numbers to be balanced and you will have happy Akali mains and some new Akali players because Surprise Surprise = she will be more fun to play than ever before!
Everyone will build CDR and AP+AD to maximize her potential and you can finally say goodbye to Tank Akali who everyone hated for the lack of counter play. (even if you CC her she survived and busted you with base DMG)
Assassin/Fighter Akali still remains counter-able.
(Team-play DMG focus/Abilities that prevent AAs/hard CC/Shielding the carry/Healing reduction and forcing her to switch focus so she goes OOE with no kill)
BUT now she has the tools to do her job properly and excel at it when played correctly.
_**
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https://memecrunch.com/meme/HKXU/doakes-tl-dr/image.png?w=400&c=1 #TL:DR Section:
I want Riot to try a new direction with their assassin update for Akali and test it on the PBE so people give their opinion:
New passive:
Instead of 4sec static CD Empowered AAs (which are clunky to use) you get empowered AAs on using Q and E.
- AA after Q heals (Small base value like 10 HP then Scales well with Bonus AD and a little bit with AP)
- AA after E does magic damage (Small base value of lets say 10 DMG scales very well with AP and a bit with bonus AD)
R gets 40% AP scaling (from 25%), CD buff (2/1.75/1.5) and gives you 30% AS steroid for 2AAs (Think Fiora but weaker) so you can use your passive AAs more smoothly. (Not sure if the AS should be 20/30/40% with R level so it's open for experimentation)
When her passive heal procs at full HP she gets decaying over 2 sec shield (to not waste the passive =
)
When Akali gets a kill/assist she gets rewarded for it with 20-60 Energy (based on how much she is missing) and 1xR so she can continue to chain kills.
Since R is weaker now (less DMG and no sustain) and getting 1 charge of it alone is not enough to go on a killing spree.
Smooth kit with synergy that feels like a Combo Ninja Fighter and not nightmare clunky assassin. PentAkali is possible again.
#Play Patterns explained:
- Current Akali has to play around
- Enemy cool downs (hard CC)
- Her Energy /R charges
- Disturbingly clunky 4 sec static CD passive that is 50% of her power budget
Playing around 3 things feels horrible especially when half your power budget is hard to use even when it's off CD
- Suggested Akali (new passive) plays around
- enemy cool downs (CC)
- her energy/R charges
She now has more windows of opportunity and is better rewarded for pulling an assassination off.
Less insane burst but better DPS and sustain (that scales with AD/AP and not base values).
Q is THE main damage source again and not her Passive (damage from passive is shifted back into the R basically)
Her W provides more utility and is versatile but is not the broken 16sec CD and 0.25 sec cast time half flash. Don't get me wrong I really enjoyed being nearly uncatchable but it just felt unfair to the enemy when I:
- R-ed to jungle krugs from their Tier 2 tower,
- W-ed over the wall than
- Blast conned into the baron pit.
- R-ed to the scuttle crab (when riven jumped into the baron pit) and bid them farewell
Meanwhile, the enemy jungler and top wasted 2 flashes and their gap closers but were still denied a kill after surrounding me.
The only reason such mobility on my part was not busted was because at the 20 minute mark I just stopped doing any damage to anyone.
Akali is a ninja and ninjas are supposed to be good at 2 things
- Assassinations
- Fighting
They should not play as Assassins/Observers (forced shroud wait for 4 sec in any fight/duel)
Akali has been the Assassin/Fighter since her release so Riot ~~should ~~ needs to preserve that.
Don't force her to play around a static 4 sec cooldown and skulk around in her shroud for 50% of the duration of team fights.
(Especially when the enemy waste CC and there is an opportunity to go for the carry with no one to peel you off)
Late game team fights last 5-10 sec at most.
Spending 4-6 sec in shroud hiding and observing is not very nice.
#I want a Combo Ninja Fighter that flows from 1 action to another and has SINGLE target burst when her Mark is up.
- Not a clunky LOL OMG BURST every 4 sec due to over tuned passive assassin.
- Not a BS high AoE DMG around her shroud assassin?
#Buffing her E ratio so much (70% AP) is exactly turning her into OP walking invisible Sunfire cape.
Her build will be some BS like

Then she will just R into your team put down the W and spam E mindlessly like old Tank Akali but do tons of damage and have more energy without needing to use Q for sustain.
##Not healthy
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_**
#P.S. I sincerely hope someone of the Riot assassin update members actually reads this and pushes it to testing in PBE. If you work for Riot please try to pass this to Shrieve, Rick Maher and whoever else worked on that roster update. _** #Tell me your thoughts boards!
Please use the pool, comment, upvote.
I want to get attention on this post.
#Don't let it sink!
#Also you can have a last taste of my salt as a Bonus:
or
+ plenty of hard CC from tanks/mages)
Reason 2:
Because of a bad lane-ing phase for the assassin - be it due to a good enemy gank/camp, a counter pick or simple enemy outplay.
(Then the assassin finds himself with half or a full item behind the enemy carries and can no longer team fight.)
OTP for almost a year or 2 and a person who followed your build guide on mobafire, I totally agree with you.
(^-^)/