On Syndra Nerfs
Hi, I'm Overlord Forte, I've played thousands of Syndra games, blah blah blah blah ...
Anyway, I'm going to walk down the list here as we touch the design behind Syndra a bit, and the layers of thought that goes into how she works. From there, we can paint pictures on what may or may not be able to be done about her.
At her core, Syndra is a Control/Burst champion. The control play pattern, with its spacing, area control, and zoning feeds into her burst one via a ramp mechanic, and the burst makes up for short comings in the control side (vice versa). The more time she exerts in generating dark spheres, the stronger the burst is--up until the spheres expire, then she loses power. Hence, a natural up and down rhythm. Syndra wants to cash out at the high notes as much as her enemies want to avoid letting her do it. This turns her kit into a very self feeding design principally governed by how much time she spends on a problem.
The contentious part of this design is her burst ultimate, which deals what is essentially the highest single target damage spell-based ability in the game against Champions. Runner up is Veigar and LeBlanc, who do need to incorporate other abilities into their rotations just to match her ultimate after sphere stacking. Veigar's R itself, though, is equivalent to her 5th/6th sphere ultimate depending on enemy HP. The price for this damage is speed: her ultimate is one of the slowest to use in the game from a no-spheres-generated scenario. She must spend time stacking them up and it is not a quick process.[1] At 20% CDR and post level 9, her 7th sphere ultimate (as of 7.10 patch) can take 9.6~ seconds to unlock. The 6th sphere can be reached in around 6.4.
Consider the following for some context:
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Most team fights resolve in 5-15 second windows.
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All Assassins achieve their full combo rotations, including ultimates, under 2.5 seconds.
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Many high damage ultimates achieve their effects, with almost no comparable setup, in around an average of 1.5 seconds.
This time expense is one of two reasons why Syndra's spheres don't require her to hit enemies to use her ultimate, essentially. In such a world, you would have not only an ultimate with two-to-three times longer preparation time than 95% of other ultimates in the game, you then throw on a hit mechanic requiring her to be damaging enemies to achieve meaningful damage. This in turn places her, an extreme glass cannon, no mobility/defensive spell, stun-knockback/slow only, in reach of almost all of her dangerous threats. Her kiting is strong, but kiting requires moving out of range of even your own reach sometimes to be safe. Forcing her to stay in range, ironically, mitigates the effectiveness of her kiting because she loses more damage otherwise. This setup can force the fragility of her kit to become much more apparent as she has almost no choice in dealing with danger zones.
The accuracy conundrum is the second reason. Consider this: burst means at a certain HP threshold, the target will die. If you don't reach that threshold, the burst is mostly useless.[2] They'll disengage without dying if you expend it, leaving you depleted and overly vulnerable. So, every spell missed means time spent not getting to that threshold. In this case, of a sphere 'on hit' mechanic, every missed Q blast means even less damage: the missed Q blast, and the lack of damage on her ultimate. It's a double hit that pushes her farther away from her burst threshold. This meaningfully impacts her trade windows, especially in early duels to the death, and then later on in any heavy trade scenarios. It can come down to the extent that if she misses literally one ability in the beginning of the fight, she auto loses the trade. Enemies collapse onto her so frighteningly fast there is no recovery time, and she has to retreat (or often, just die). This is already on the live server, and such a mechanic would widen the windows in which this hard-failure can occur.
Thusly, it seems an innocuous change: 'Syndra's ultimate damage scales, in some manner, by her spheres hitting enemies'. But the gravity of this idea contorts how her kit works, by not only affecting her safety in an already very fragile design, but by making her loss in damage via inaccuracy even more punishing. There is no relief mechanism in such a design that doesn't inevitably circumvent it.
Or, in other words, such a change either doesn't do anything (because it can practically ignored), or breaks her design in unsustainable ways.[3]
Now, let's shift to some wide-lens perspective for a moment.
As a Champion, her personal damage profile has shifted very little (her ultimate has, in fact, not changed its damage values in years), but the game environment around her has. Mage damage in S5 was very different from mid-S6 onwards. New masteries added more overall power, and the MYMU completely torked how mages operated from what they used to have for virtually most of their life time. The swap from Athene's Unholy Grail to Morellonomicon is particularly damning in this regard. Instead of a 60AP+25MR item most every midlaner picked up (thus reducing the damage you took from your enemy in the process), we now have a 100AP item. That's a +40 AP (blasting wand) and -25MR shift, which nets around to a Large Rod's worth of damage adjustment to every mid laner. It's a big swap by itself from how mages were balanced prior.
Her incredible damage profile these days is helped largely by these two main facts. She's benefited a lot in the damage department directly/indirectly, but still feels the pain from MR rushes affecting her burst windows. To those who can't afford such item strategies, she gets more than she ever did before in fighting them. These factors made my brow go very quirky during the MYMU era, and was even something I became deathly afraid of. AP ratio bumps, new mechanics that break her sphere safety designs, competition getting nerfed, itemization getting massively buffed ...
It was all a lot of things happening for her at once, which is pretty much why she shot up to 97% ban rate at S6 worlds. It was a silver platter to the spot light. This context is important because, for many years, the mechanics of Syndra's ultimate were considered 'high skill cap'. Using it efficiently was something of an artform itself, but the moment she was made "more accessible", we have the torrential flood of 'r button monkey champ' memes from riot casters to pretty much every other forum.
The two culprits from this were Q and W passive changes.
The triple-sphere throw mechanic is gone, removed for the reasons I feared in my above blog post. Infinite stun walls and 6-7 sphere ultimates once achieved is pretty much a Reddit topping 'how to make a champion broken with 1 change' thread post. That being said, the idea has merit, but her kit has to be reworked to have it. I digress, however.
But, one thing does remain: the +2 second Q timer. On its surface, it's fairly innocent looking, but it's directly damaging one of her design's safety valves. Her spheres remaining longer on the field not only means all her ultimate windows are longer by a flat 2 seconds, the enemy has to wait 2 seconds more before spheres start dying. This makes approaching her less feasible, as her mana expenditures and CDs are the same, she can expend the same expenses but get more out of in non-interactive ways. This is essentially the source of the 'stack spheres and flash R' concept, since stacking spheres by itself before this change was much more punishing resource wise to do.
Okay, we have the two major framings: she has a lot of damage increases, and her operational window is much bigger than she ever has had before. Let's start looking at options.
Trimming damage from a kit is fairly straight forward, but given 95% of Syndra's purpose is incredible damage (and her incredible stun), it can be dangerous to do. Despite being a burst champion, her ability to burst targets is not unique. Many other champions can shotgun out comparable damage at the speed of her regular abilities, so it'll be easy for them to overshadow her if she loses 'too much' damage. That said, she's overly benefited from the MYMU, so an overall trimming back in this department isn't out there. I don't have a spreadsheet on hand to play with to see what numbers wise that might be, but this is an area I'd pass attention over.
The next major bit is determining her ultimate's accessibility. Of most of the hardliner Syndra mains I've spoken to, and my own assessment, we continue to use her pre-MYMU sphere stacking as the healthiest version of her mechanic. That being said, the 7th-sphere ultimate being a pipe dream, once-every-five-games-maybe effect was depressing. You literally needed 30-35% CDR minimum and, after expending over 10 seconds of time stacking up, had a 0.5-1.5 second window to actually use it. That's a late game build in an environment you can die in a second for mispositioning.
I believe modifying her Q passive to be an on-hit mechanic, or something else related to the 7th sphere specifically, would help in this department. The more it is gated, the less the rest of her ultimate (6th and 5th sphere especially) and general sphere mechanic is affected. Experienced Syndra mains can reliably hit 6th sphere ultimates in the windows they desire well before the Q passive matters. So, adding the current passive onto it just makes it grotesquely easy to do. Hence, I would look at a way of specifically benefiting the 7th sphere. This'll help enemies play around her spheres better if they're waiting to deal with 6 second spheres rather than 8 as well. A more extreme change, like 4 second base spheres with 8 seconds if the Q hits, would make her kit become too swingy at her current CD values.
A harder hit may potentially be making her E+spheres stun combo stopping the stun on first Champion target hit. This would massively punish her team fight presence, especially post-ultimate. I actually wonder if this would kill her team fighting outright as a unique strength ... anyway.
W's hit box is already being hit without compensating its slow throwing speed, I believe. This'll be a hard nudge into the E 2nd max play style, so Syndra DPS play style will die out in the mid game. In the E 2nd max build, W is a junk ability--you use it to stack spheres and apply a questionably useful slow. When ranked up its actually quite powerful, but if its practical application drops, there will be less reason to care about its damage potential. It is also a bit notorious for screwing with her sphere-stack combos, as applying W optimally for her R often makes usage of W itself inefficient. I could make a whole thread about that but we'll put this one aside.
Another, build-changing option would be to increase Syndra's mana costs. She is 'already expensive' (her 6th sphere can be around 300-400 mana for a full combo), but the current game environment is mana flooded (Morello's+Meditation+50%mregen Drings). A shift to forcing an Archangel's or double mana item build can affect her early/mid game significantly. It also has the double effect of punishing low mana builds for recklessly mana spending as well. May also slam her early game lane bully status, but that can potentially be a pick-viability killer as well.
Those are what come to mind as surface options. Deeper mechanical changes are problematic for me to consider without knowing what can, or cannot be, touched.
Anyway, thank you all for reading this post. I'm not adverse to changes, but thus far I've not seen suggestions that make me comfortable with the world Syndra might live with after them. With what I've written in mind, feel free to let me know of any counter design or changes you think might work.
[1]The effect of this time expenditure can be mitigated by Syndra's pre-stacking spheres as they go into combat, but this shifts the practical time expense rather than the literal. She is still expending those cooldowns, but the context of price payment is different. On average this tends to be 1 dark spheres worth of CDs, though I've seen semi-frequent instances of 2 spheres. Changing battlefield conditions can affect how practical this idea is, though.
[2]Bursting to remove the 'safe' HP of high priority targets is the second most useful form of burst. An ADC/APC/etc at 10-20% HP can be picked off by allies much more easily. This does, however, leave the burst vulnerable to being more powerfully mitigated by healing, disengage, or other tools that prevent the weakened target from dying. Overall this is 'making best of a bad situation' rather than 'ideal' for a burst-based champion.
[3]Examples would be:
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Hit an enemy, receive a buff that boosts her ultimate's nerfed damage to original values (Hit literally any target, ignore them while ulting who you actually want. Essentially pointless, literally only stops no-damage, 7 sphere R flash ultimates).
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Hit a specific enemy, receive buffed damage against that enemy (Massively nerfs her ultimate's versatility and triple-punishes her for missing abilities).