Is this too out of the box, or too OP?

ominub··1 votes·598 views

So I've been playing Zac Zac ever since he came out, and I really like his kit and his potential. It's true that he needs some tuning down since he deals a decent amount of damage on top of his CC's/peel. All in all, offers a lot for a team.

Now playing in Season 5, I feel like he's fallen behind in comparison to other tanks. I think this is largely due to the fact that he doesn't inherently have any tank steroid that will help him to be an actual tank. His blobs (passive) does give him some health to recover from all the damage when he jumps in, but more than half the time I feel like Zac is being punished for picking them up simply because the blobs aren't at the right position, etc. So to help this guy out, I wanted to introduce two ideas that centers around his passive (blobs). ( I haven't seen any post that has the same idea, so I'm sorry if this is a re-post.)

  1. Moving Blobs: The blobs will now move towards Zac at a slow pace after spawning. The reason for this change is because during team fights, Zac will be jumping in and initiating the fight. Zac is pretty much soaking up all the damage with no inherent tanky stats (other than health), so he's forced to go and pick the blobs up to recover from the damage. Also, all his abilities cost health, so he's losing health rather quickly. Here is the thing, I feel like his only defensive tool (restoring health from blobs) is also the soul reason why he can't be a "real" tank. Some of you might think this is the mini game that Riot wanted, but what I see is a tank that's shredding his own health to the point that enemy team can eliminate him even if he makes the effort to pick up his chunks (since they are usually scattered and Zac will waste lot more time and take more damage as he's trying to pick them up, making it less worth while to pick them up).

  2. Armor/Magic resist Stacking per blob. (X per blob, Max 6 blobs. Last for 4 sec. when out of combat) This allows Zac to have some inherent tanky stat, and give a meaningful return every time Zac decides to stop fighting and pick up blobs. As I mentioned in my first point, the mini game of stepping / picking up blobs doesn't exist during team fight, but Zac is still forced to go and pick them up as that's his only tank quality. With this change, Zac will last longer, and can actually be a real tank.

With this said, this is more like a pick one out of the two. "Implementing" both will give Zac a lot of un-needed power. Please let me know if these changes are reasonable or not practical. (Sorry for bad grammar and/or formatting)

TL;DR - Remake Zac's passive so blobs either:

  • Move towards Zac at a slow pace after spawning
  • Gain X armor / MR per blobs, Max. 6 Blobs. The bonus stat will last for 4 sec. when out of combat. So Zac can fulfill his roll as a true tank.

5 Comments

Pæan1 votes

II would love it if he blobs slowly scooted to Zac, much like his revive-passive blobs. That would make the mini-game of teamfight blob collecting a little less distracting.

I just really want one of zac's abilities to scale off his max/bonus hp so youre rewarded for building hp/tanky.

ominub1 votes

I personally think the fact that every time Zac initiates, his blobs would spawn as contestable (between him and nearest enemy) makes it very hard for him to pick up and recover. If the blobs would move towards Zac, it'll make it more efficient and help him tank damage from enemy. I do agree with your point, but I'm more focus on his ability to tank more than dmg. With riot clearing up what tanks are supposed to do, I don't think they will buff his dmg output.

Any thoughts on my 2 option tho?

Pæan1 votes

I agree that giving him more damage would blur the line of tank to bruiser.

If his Q allowed for blob collection that could create issues also, it would let him regain hp, but that would greatly increase the sustain of lane-zac. Maybe a stacking temporary buff for consecutive blob collection would increase his tankiness and actually reward him for blob collection during a teamfight.

NoiNoi1 votes

Zac being one of my top 5 champions (Behind Shyvana, Quinn, Chogath, and Ziggs) I can assure you 100 friggin' Percent that all Zac needs.... Is a suit.

The moving blobs would be sick tho. Wouldn't argue against a small buff to zac (Make the things not smiteable perhaps. Oh you picked Zac , let me take Udyr and hold onto this lovelyitem 3713 all game and laugh at you whenever you die)

ominub1 votes

Yeah.. The AOE smite really kills Zac's passive. I was thinking that if enemy use smite on his blobs, it'll always effect only one blob (instead of all of them).

But really, Zac's passive has two portion. I feel like it's a give and take. The healing portion of his passive is really cool, really matches his theme and decent power in game. And his revive is very unique, since you can TP on Zac's blobs (but no one uses that strategy...)

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