Possible Ekko tweaks?
Foreword: I'm not really of the proper rank to be trying to talk balance, I know. Even so, nothing ventured, nothing gained. Making attempts to understand balance, even if they don't pan out, is a good way to learn.
That said, I think I may have nerfed some things too hard. It's difficult to tell considering just how much stuff is going on in this punk's kit. And with everyone wanting various parts of the kit nerfed, it's hard to tell at a glance where the problems actually are (actually, a lot of them lie in his passive).
Parallel Convergence in particular I think I screwed up with.
Passive: Z-Drive Resonance
On-Target Cooldown: 3
Ekko's basic attacks (on-hit) and damaging abilities apply stacks of Resonance to his enemies for 4 seconds.
At 3 stacks, the target takes 15 + (12 × Ekko's level) (+60% AP) bonus Magic Damage and is Slowed by 40 / 50 / 60 / 70%, with the slow decaying over the next 2.25 / 2.5 / 2.75 / 3 seconds.
Z-Drive Resonance's bonus damage applies spell effects, and it cannot affect the same target more than once every few seconds.
Reduced the AP ratio by 10% because this thing does a lot of damage. The slow also caps out slightly lower, and it actually decays over its duration now. As for the haste effect, it's not gone completely, I just moved it somewhere else.
Q: Timewinder
Range: 1075 Cost: 60 / 65 / 70 / 75 / 80 Mana Cooldown: 11 / 10 / 9 / 8 / 7
Active: Ekko throws a device in a target direction, dealing Magic Damage to all enemies along its path. At maximum range or if it hits an enemy champion, the device slows to a stop and expands, creating a temporary Slowing field.
After a short delay, the device contracts and rushes back to Ekko, dealing additional Magic Damage to enemies along its return path.
Outgoing Magic Damage: 50 / 65 / 80 / 95 / 110 (+20% AP) Incoming Magic Damage: 70 / 95 / 120 / 145 / 170 (+60% AP) Total Magic Damage: 120 / 160 / 200 / 240 / 280 (+80% AP)
Slow Field: 30 / 35 / 40 / 45 / 50%
Just moved some of the outbound base damage onto the incoming damage. The total damage across both hits is unchanged. Also adjusted the slow numbers a bit, because this kid's got so many slows. (Also lowered the mana cost a bit at higher ranks, mostly because his ult actually has/will have a mana cost now.)
W: Parallel Convergence
Range: 1400 Cost: 50 / 55 / 60 / 65 / 70 Mana Cooldown: 22 / 20 / 18 / 16 / 14
Passive: When Z-Drive Resonance is triggered against targets at 30% Health or less, the target is dealt an additional 8% (+1% per 40 AP) of its Missing Health as bonus Magic Damage (capped at 150 versus minions and monsters).
Active: Ekko calls upon an alternate version of himself that bats a device to the target location, granting vision of the area after 1.5 seconds. After another 1.5 seconds (3 seconds total), the device expands into a broad sphere. (Enemies do not gain vision of the target area until the last 0.5 seconds.)
Enemies inside the sphere that have fewer than two stacks of Resonance will build a stack every half-second. If Ekko enters the sphere, it detonates, Stunning enemies within it for 1.75 seconds. If no enemy champions are Stunned by Parallel Convergence, Ekko will gain a shield that absorbs damage for up to 3 seconds.
Shield Strength: 150 / 190 / 230 / 270 / 310 (+50% AP)
Changed up the functionality on this ability a bit. Rather than having a slow of its own (like half his kit does already), it now rapidly builds up Resonance on enemies so Ekko can get his passive to proc on them and get the slow off of that. Also, the stun is reduced by half a second, and Ekko now only gets a shield if he didn't stun any champions. The shield lasts a second longer to make up for that, but its strength is reduced a bit, particularly the scaling.
Also, the passive execute now procs on Z-Drive Resonance rather than on every basic attack. The damage on it was increased to compensate.
E: Phase Dive
Range: 325 (Initial Dash) - 425 (Modified AA Range) - 750 (Total Travel Distance) Cost: 40 / 50 / 60 / 70 / 80 Mana Cooldown: 15 / 13 / 11 / 9 / 7
Passive: When Z-Drive Resonance is triggered against an enemy champion, Ekko gains bonus Movement Speed equal in strength to the slow, and the bonus decays over the same duration. This passive is lost while Phase Dive is on cooldown.
Active: Ekko dashes towards a target location. His next basic attack within the next few seconds gains 300 bonus attack range (425 total range) and causes Ekko to blink to his target, dealing bonus Magic Damage to them.
Bonus Magic Damage: 50 / 80 / 110 / 140 / 170 (+25% AP)
So, the haste effect on Z-Drive Resonance is now here instead of on the passive itself, and it becomes inactive while Phase Dive is on cooldown. This puts most of Ekko's mobility into one place instead of it basically being everywhere.
The skill is unchanged otherwise, except I threw an extra 5% AP onto it since I took 10% off of the passive.
R: Chronobreak
Range: N/A Cost: 100 Mana Cooldown: 110 / 95 / 80
Passive: Ekko is followed by a time-delayed hologram of himself that tracks where he was 4 seconds ago. The hologram is inactive while Chronobreak is on cooldown or if Ekko has less than 100 Mana.
Active: After a short delay, Ekko blinks to wherever he was 4 seconds ago, dealing Magic Damage to surrounding enemies and healing Ekko for a value equal to a percentage of all damage he'd taken during the previous 4 seconds. If Chronobreak damages an enemy champion, the heal is reduced by 50%.
Magic Damage: 200 / 325 / 450 (+100% AP) Heal: 100 / 150 / 200 + 20 / 25 / 30% (+3.33% per 100 AP) of Damage Taken Mitigated Heal: 50 / 75 / 100 + 10 / 12.5 / 15% (+1.67% per 100 AP)
The addition of a mana cost is already a slated fix for this ability anyway, I believe. Regardless, the base damage and scaling are reduced. The heal's values are unchanged, but rather the heal itself is halved if Chronobreak damages an enemy champion. That way, Ekko doesn't get to heal as much if he's jumping into the fray. The cooldown is also higher at ranks 2 and 3, I guess.