Is this too out of the box, or too OP?
So I've been playing
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.)
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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).
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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.
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and hold onto this lovely
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