Lets talk necromancer Yorick and other possible changes 🤔
Hello yet another
thread purposing changes no shame at all 🤗.
This time around i wanna ask Riot to consider giving
an AP ratio on his Q and ghouls themselves. The purpose here is so that can he can feel like a necromancer when built AP and a Shepherd of souls (traditional play style) when built into tank simply.
(+ 20 - 30% AP) <--- Q
Ghouls size and HP now scales with bonus AP (about 250 HP per 100 ability power) (2x the size per 100 ability power)
The idea here is that Necromancer
could go mid lane or just build AP top when in a team composition that contains no AP whatsoever.
With that out the way lets talk about general changes he could use for team fights and lane phase.
To give room for the changes we remove _omen _ from his ultimate reason being its ALOT of his dueling power and general power in his overall power budget and considering how easy the maiden can die its silly to limit him like that.
Upon removal we make his passive more interactive with the rest of his kit so when you make graves about 4 of them you can now choose wither you want the souls you harvested raise from their graves? or maybe perhaps an empowered dark possession or mourning mist ??
The empowered ability simply empowers an ability at a trade for not spawning ghouls themselves.
Empowered dark possession will additionally now apply grounded . Empowered Mourning mist will now stun the target briefly and applies cursed.
Note the bonus effects ONLY occur when you use the empowered version of the spell which show in the icon when its empowered. Using an empowered ability resets ALL of
graves so he has to harvest with last rites all over again if he chooses to spawn ghouls.
Lastly more ghoul control with _mourning mist _ let the shepherd have an insurance policy too. When you spawn the ghouls you can now E them in a bush or stand by location by simply E ing there. If you E on a minion then they will march again vice versa. This is so the shepherd has more depth and a less linear play style. The empowered abilities allow
to plan ahead and contribute more in team fights in exchange for the power he had with omen he now has a more well rounded power budget. For the pros and cons of the changes:
-
Far less dueling power (removal of omen from the maiden of the mist) in exchange
receives.. -
More ghoul control w/ mourning mist
-
Empowered W & E for more impactful team fight interactions
-
Ghouls size and HP now scales with bonus AP (about 250 HP per 100 ability power) (2x the size per 100 ability power)
-
(+ 20 - 30% AP) ratio added to Q
In the end we get a more interactive
who can actually do meaningful things in a team fight thus giving him more the reason to group accordingly and we give him more outplay potential with empowered W & E. As well much less linear and actual ghoul control as well as a new AP necromancer play style.
Thoughts?? 
even
has "move quick!" to get out of a sticky situation. To get some sorta reliable escape you need at least
+
to build enough speed to get away and you cant even build those items until you finish 