Consolidating Evelynn's Pre- and Post- rework attributes

PopcornBunni··0 votes·245 views

TL;DR change list at the bottom

It's no secret that before runes reforged launched, Evelynn was sitting at on of the worst winrates for any champion in any role. After the switch, however, she shot up to temporarily the number 1 spot in the jungle, and still hits that high depending on the day.

This success, however, comes with a lot of baggage, for both prior Evelynn players, and for her opponents.

For her opponents, this comes from long-duration hard CC she has in the form of her Charm. Combined with her high AP ratios, she can snowball a game to the point that there feels like no meaningful counterplay options from her opponents.

For reference on the AP ratios to which I refer, I don't mean the raw % scaling she gets from AP, I mean the ratio of her building AP to the base damage of her skills. She needs only 150 AP to double her Q's projectile damage, 200 to double its bonus target damage, 160 to double the base damage of her E, and 172 to double the empowered E.

Her R has relatively a relatively poor ratio, one of the worst in the game in fact, requiring 534 AP to double its damage, but that speaks more to the massive base value of her R than to the bad scaling of it.

For Evelynn's pre update players, it feels like a knife to the chest trading the viseral engaging power from her W and the verstitile build paths of her AD scaling and multiple on-hit procs from her E in favor of a charm she never needed in the first place.

So, let's look at the changes made to her kit, and how these relate to her function pre and post rework.

Base stats: Movement Speed 345 -> 335 //This change, combined with her passive stealth radius change, were likely done to give her opponent more time to react when she has her charm primed on them, giving them more advantage when positioning. In practice, though, it negatively impacts her jungle routing. More elaboration on proposed changes below.

Old Passive: Permanent camouflage when out of combat, restoring missing mana New Passive: Health restoration upon leaving combat, turning into a permanent out-of-combat camouflage from level 6 onward. Stealth detection radius increased from prior version. // The change from mana to health regeneration isn't a particularly meaningful setback or improvement, but the increased stealth detection combined with her slow movement speed make her feel more clunky to play than the sneaky sly gal from before. Proposed change: While not camouflaged, Evelynn gains +10 movement speed Proposed change: At levels 11 and 16, the stealth detection radius shrinks, eventually down to its pre-update radius.

Old Q: Primary followup damaging tool, item 3116 permaslow tool, and damaging option while retreating. Damage: 40/50/60/70/80 per cast. AP and AD ratios, requiring 145 AP or 115 bonus AD to double its damage. New Q: A burst tool that frontloads a large amount of damage, especially to its initial lash victim, before going on a lengthy cooldown. Cooldown is drastically lowered when the initial lasher hits a neutral monster. Damage per mana expenditure: 100/120/140/160/180, increased to 130/180/230/280/330 against her initial lasher target. AP ratio only, requiring 150 AP and 200 AP to double its normal and targeted damage respectively. // The change this brings is nice to get her more as an assassin than a diver, but the damage itself feels too feast-or-famine, and a QoL change could make it much more paletable for previous Eve players Proposed change: Reduced cooldown applied when hitting minions as well Proposed change: Lasher and followup base damage: 25/30/35/40/45 -> 20/25/30/35/40 (-20 damage at all ranks if all hits land) Proposed change: Initial lasher does not interupt Evelynn's previous movement or actions when cast

Old W: Movement speed steroid to engage or retreat from fights, resetting on takedowns to facilitate such use. Also removed slows when cast New W: A charm which has a prime which needs set before it can be procced. //Problems arise from the fact that the move has an indicator which reveals Evelynn's attack direction, as a means of adding counterplay, but this arrow only appears once the charm is already fully primed, largely removing the point and requiring a slow base movement speed and larger stealth breaking radius as compensation. The new ability also causes her to lose out on her jungle route speed. Overall the ability eats up a lot of her power budget and could stand to take hits in favor of more usability among the rest of her kit Proposed Change: Arrow indicator timing: after 2.5 seconds (when the charm is fully primed) -> after 1 second, giving her victim a consistent 1.5 seconds to react appropriately. Proposed Change: When cast on a neutral monster, Evelynn gains 30/40/50/60/70/% bonus movement speed for 2.5 seconds toward the target Proposed Change: Cast range: 1200/1300/1400/1500/1600 units -> 1200/1250/1300/1350/1400 units

Old E: A double slash, proccing on-hit effects twice and providing an attack speed steroid afterward to facilitate more on-hit applications. Damage (from both slashes together): 70/110/150/190/230. AP and AD ratios, requiring 230 AP or 230 Bonus AD to double its damage. New W: A single slash dealing an amount of base damage as well as %Max Health damage to the enemy. When Eve's passive triggers, its cooldown is reset and the ability becomes Empowered, dealing extra damage. Damage: 40/55/70/85/100 +4% of target's max health. Empowered damage: 70/90/110/130/150 +6% of targets max health. AP ratio only, requiring 160 and 172 AP to double its normal and empowered damage, respectively. // The biggest gripe I have with the new Evelynn. She not only lost the multiple on-hit and AS build paths, but also gained the second part of her problem area post rework. With just 172 AP, she can chunk targets for 12% of their health with the move. There are nerfs on the PBE for this at the time of this writing, but it would be nice to see the power of the ability shifted rather than outright slammed. As a bone to throw to mixed damage Eve players of yore, it would also be nice if E (and E alone) got some AD scaling Proposed change: Normal E AP scaling: 2.5% per 100 AP max health -> 1% per 100 AP max health Proposed change: Normal E base damage: 40/55/70/85/100 -> 40/50/60/70/80% total AD Proposed change: Empowered E now applies its damage as two separate hits, each applying on-hit effects Proposed change: Empowered E base damage: 70/90/110/130/150 -> 40/45/50/55/60% total AD Proposed change: Empowered E AP scaling: 3.5% per 100 AP max health -> 1% per 100 AP max health

Old R: Initiation tool dealing % current health damage and granting Evelynn a shield. Damage: 15/20/25% current health. AP scaling, requiring 2500 AP to double its damage. New R: Pseudo execute tool and situational movement tool. Damage is doubled against low-health champions. Base damage 150/275/400. AP scaling, requiring 534 AP to double its damage // Love the new R and it really feels good to have this kind of low-health picking tool on an assassin. I'd considered lowing its base damage and boosting the scaling a little, or have no changes at all. Proposed change: Base damage: 150/275/400 -> 150/250/350 Proposed change: AP ratio: 70% AP -> 80% AP

The final gripe I have is a cosmetic one. Prior to the update, her Shadow Evelynn skin had a look to it of demon fur covering her body in its splash, which is what sold me on the skin in the first place. I'm not too upset with the overall look of the new version of the skin, since it keeps with the leather and human skin of the prior version, but that god damn headdress is so fucking ugly I can't stand it. I know for a fact that the headdress is loaded separately from the rest of her model, so why not have an option to remove the headdress with /toggle (ctrl+5), the same way DJ Sona changes songs, or Heimerdinger changes his walkcycle? The skin reads much nicer without that tacky bad LeBlanc cosplay look going on from its headpiece.

TL;DR change list Passive: Provides +10 movement speed while not stealthed, stealth radius shrinks at levels 11 and 16, down to its preupdate size Q: Base damage: -5 for all hits, initial cast can be cast while moving, cooldown refund from monsters applies to minions as well W: Arrow indicator moved up to 1 second from 2.5 seconds, giving her target a consistent 1.5 seconds to react to it, movement speed steroid between jungle camps, cast range reduced E: Base damage changed from a flat amount to a % of Eve's total AD, % health AP ratio lowered, Empowered E applies on-hit effects twice R: Base damage lowered, scaling increased. Shadow Evelynn: /toggle removes that goddamned headdress.

5 Comments

More from Gameplay

More by PopcornBunni