Evelynn fixes without adding a dash

Yvaelle·10/26/2017, 11:22:20 PM·4 votes·959 views

There are a lot of good ideas about how to fix Eve floating around, but I wanted to give my most recent vision, that avoids the cheese of just giving her a bigger dash range, fixes our wave clear, makes Allure fairer for everyone, and fixes our reliance on Last Caress (R).

It also removes all the unnecessary crap from her kit that fills up her power budget without making her good at doing her job - which is why all the Eve OTP's are angry, but the devs insist her power budget adds up: because it's misallocated into unhelpful things.

Demon Shade (P):

  • No longer grants health regen
  • basic attacks deal bonus magic damage: 10-50 +25% of AP (moved from hate spike)

Hate Spike (Q):

  • range increased from 800 to 1000
  • magic damage on-hit removed
  • can be cast while moving (same as old Hate Spike)
  • first cast pierces all targets in the line, 2nd/3rd/4th casts cause lines of hate spikes to all targets hit by the first cast, targets in overlapping lines do not suffer additional damage from the same cast

Allure:

  • magic % reduction removed
  • max charge time decreased from 2.5 seconds down to 2 seconds
  • charm duration decreased from 2 seconds down to 1.5 seconds
  • range increased to 1600 at all ranks (from scaling up to 1600 at max rank)
  • when charge completes, Evelynn gains 175% bonus movement speed for 1.5 seconds

Whiplash:

  • dash removed
  • movement speed removed
  • % max health damage removed
  • demon shade cooldown reset removed
  • demon shade empowered effect removed (empowered whiplash removed)
  • cooldown reduced to 6 seconds from 8
  • attacks the target twice, applying on-hit effects twice when used (increased from once, to match old ravage)
  • increases attack speed by 60-120% for 3 seconds upon use (old ravage)

Last Caress:

  • bonus damage removed on targets below 30% (huge nerf)
  • targets glow when in execute range (does for lots of other similar abilities and really ruins Eve when it fails to kill by like 1hp because we have to guess)
  • effect radius increased to 550 from 450 (to better match the graphic/feel)
  • damage applies instantly (~1s delay currently, just feels laggy)
  • cools down twice as fast in Demon Shade (fixes our reliance on it to do our job)
  • instantly returns Evelynn to Demon Shade (not as powerful for low HP survival since it no longer has the health regen component and no empowered whiplash)

Outcome 1 - Nerfs (WTF?!): Hopefully the first thing everyone notices is that most of the line items in this list are actually nerfs to her, despite her being at like a 35% win rate in high ELO. None of the nerfs alter her core design. I removed all the extraneous shit without altering her look and feel. Most notably I removed her bizarre anti-tank kit (% magic resistant reduction? % max health damage on-hit?): we assassinate squishies, not tanks.

A good example is the healing in Demon Shade. It costs power budget that Eve OTP's don't benefit from, because we jungle clear properly and don't take significant damage. It teaches bad habits to rookie Eve players by encouraging them to face-tank early jungle camps and regen it between camps. Ultimately it hurts both OTP's and rookies alike = needs to go.

Outcome 2 - Shifts: I moved the on-hit magic damage from Hate Spike (Q) to her Demon Shade (P). This means we aren't so reliant on Hate Spike, we scale with attack speed now, and we have a reason to stay in melee after our spell burst is done. We can finish people off because we always have magic auto attacks.

I also removed the movement speed and dash from Whiplash, but made completing an Allure charm even more terrifying by adding a very fast, but short-lived sprint when Allure fully charges. Our prey has some time to hide behind a tank, or under a tower - and they still see what direct we are coming (keeping the indicator), but we're going to fly at them (it's a Jinx sprint). Basically they get to choose where we charm them/fight them, but that charm is almost assuredly going to land. It is not a dash/blink though - we're going to run straight at them - if they have CC or big damage - they have a good shot at landing their skillshots/AA's on us before we get into melee and proc the charm.

Alternately, we can do neat things with it by alluring when we're in trouble, surviving 2s, then sprinting away to relative safety (helps in early jungle vulnerability, but we're not going to go far). Or we can use it for mind games, driveby midlane and Allure their Syndra (have her warn her team) - then immediately begin roaming bot lane and use the sprint to suddenly run up on their Nami. It encourages us to use Allure for tricksy demon shit - which means sometimes Allure means "oh fuck I'm being ganked", and sometimes it just means, "Eve was somewhere within 1600 units, but she's probably halfway across the map by now, oh well not my problem".

Outcome 3 - Throwbacks: Hate Spike pierces targets again just like it used to, this gives Evelynn some much-needed wave clear, but the damage it deals remains the same per target. The longer range and pierce also means she can use it to more reliably proc the Allure charm/slow from a distance, particularly on fleeing targets. Also I reworked Whiplash (heavily nerfed in other areas) to mostly just be old Ravage with a cooler graphic: no longer deals max health damage, or dashes, or sprints us - but now it hits twice and gives the attack speed steroid it used to - which goes nicely with the switch of the magic on-hit damage from Hate Spike (Q) to Demon Shade (P). Again, this is really about giving Evelynn a reason to get into and stay in melee - currently once her spells are out she doesn't have a reason to stick around.

Outcome 4 - Ultimate (Last Caress): Her new ultimate is awesome, everyone thinks it's cool, everyone wants it stay, and everyone understand it's strong. My changes are about fixing 3 key issues with it, 1) sometimes it hits way too fucking hard and feels unfair to the victim, 2) it feels laggy/buggy/short-ranged for Eve players, 3) we rely on it heavily to do our job (assassinate). So I straight up removed the bonus execute damage making it much fairer to the victim, but I added an indicator for when they are in death range (like other executes; fairer to Eve players). I made the radius a bit bigger, made the damage instant, and made it puts us back in Demon Shade - all good QoL changes that don't really alter the potency of the ability. A lot of people want an R2 for the disengage, but I disagree - it comes with some inherent risk of using it wrongly - sometimes your victims get to escape. Finally though, the cooldown recharges faster in Demon Shade (like WW Blood hunt), this enables us to use it more often if we really need to lurk a priority enemy squishy, but if we're just farming the jungle (early game) we won't get a ton more ultimates than we do today.

This also fixes her power spike, where currently she's horrible pre-6, okay in the mid-game, and then starts falling off in the late game. For comparison, she used to be top tier pre-6, good in the mid game, and fall off in late game. My change to Last Caress means that Eve's early horribleness pays off (rather than falls off) in late game because if we're spending 100% of our time in demon shade (waiting for the 5v5 fight to break out) then Last Caress goes from 80 seconds down to 40 seconds, before CDR! (24s with 40% CDR). Given that Last Caress no longer deals double damage, this is not as powerful as you might initially imagine, but what it means is we're able to take a skirmish and blow last caress, and then still have it up for the game-deciding 5v5. Theoretically you could even consider a full CDR Eve that really focuses on spell utility (ex. Allure engages, Q poke spam, and frequent Last Caresses) rather than direct damage.

16 Comments

KindredAndWolf10/26/2017, 11:50:14 PM4 votes

I absolutely love your change list. I'd be super happy with that kit even with the lost ad ratios over a silly charm. I think her q should be able to cast while she is moving also instead of stunning her for .3 seconds every time she uses it.. #MakeEveFastAgain

KindredAndWolf10/26/2017, 11:57:58 PM3 votes

Yeah that kit looks like an actual Eve rework instead of a complete Eve "delete and replace".

The Last Ballad10/26/2017, 11:31:48 PM2 votes

You make good arguments for your changes, and none of them sound terrifyingly op. Well done(its way better then the usual "remove x core thing on y op champ because I hate them!" or "give me x unessassary buff on y decently balanced champ because I love them!").

Rebonack10/27/2017, 2:38:50 AM2 votes

So basically turn Eve into an AP Skirmisher?

Yeah, I would take that over the mess we've got right now. I'm not sure why Riot thought turning Eve into a Mage would be a good idea.

PopcornBunni10/27/2017, 3:03:30 AM2 votes

The problem with Eve is that her charm takes up a large part of her power budget while not adding anything beyon extraneuous cc to her kit. The rest of her skills are analogous to her old version, but the existence and overall power of her charm means she has to be weaker in the areas that make Eve herself to begin with.

The biggest part of charm's problems come from the fact that the arrow doesn't show up untikl the charm is already primed. This means she needs to have a larger detection radius and a slower move speed to give the opponent accommodations and react to her combo.

Move the charm arrow indicator from 2.5 seconds (when the charm is fully primed) to after 1 second (1.5 seconds before they can be hit by her combo). This would free up power elsewhere in her kit, especially her stealth gameplay, as her opponents wouldn't have to worry about her charm being readied and her on top of them the instant they can be comboed with no reliable interaction.

In order to make her W function in a manner somewhat similar to her old version, give her bonus movement speed toward her charm target from the onset of using the skill, letting her outright bulrush a target with her other skills even without getting the guaranteed combo.

The charm is the most auxiliary part of her new kit, and it takes away a large part of what made her kit work in the first place. She can no longer be afforded hybrid scaling or damage since the charm would make for even more absurd damage if item 3146 was a core build, She can't be afforded on-hit synergies for presumably the same reason, taking out what would be interesting combos like item 1418 item 3153 item 3091 whittling a target to low health and into execute range for her ult.

Hell, I'd be fine with the charm getting nixed outright if she could get her old movement speed and stealth range, an additional on-hit or two from an empowered E, or hybrid scaling back. Just have W in a state of granting Evelynn speed toward the target, slowing, and cutting their MR when fully primed, giving her back the diversity of builds she use to have.

One Ashe On10/27/2017, 12:00:42 AM1 votes

So you basically nerf Eve everywhere and say you love her ? You are a weird vision of balancing a champion.