A Breakdown on the Ahri Changes

Drunk Rummate··2 votes·634 views

I'm going to try and be as unbiased as possible here. I want to create a thread with all the numbers to show people exactly what the changes for this new Ahri are, relative to her current self and compared to her Season 3 self. I'll start out by bearing my personal bias to you all - I think these changes are bad for Ahri. Her assassin archetype was both fun and unique, and turning her into a kiting mage is a boring and overused style with her kit. Now that I've gotten that out of the way, here are some notable differences and numbers for you:

Season 3 vs Season 4 Ahri: (Note - the numbers in her Season 3 kit were deemed overpowered due to her use of DFG in conjunction with charm to act as both a high damage mage as well as an assassin). Therefore assuming the removal of DFG, a mage Ahri would need equivalent numbers to this kit to remain balanced.

  • Passive was spell vamp. The stacking mechanic still existed, but the spell vamp was changed to it's current form which gives more health if she hits multiple targets. This came mostly as a rework for Ahri to receive most of her sustain from Q rather than W/E/R due to how spell vamp works significantly better on single target spells.

  • Q dealt slightly less damage than it's current iteration. (2.5% scaling difference per travel path, total of 5% total difference if both land). Q also cost 15 more mana at all ranks.

  • W dealt significantly more damage than it's current iteration. Approximately 20% more base damage at all ranks, and 16% more in scaling to a single target. (More specifically, this was due to her 2nd and 3rd foxfire dealing 30% of it's base damage and scaling rather than 50% of it's base damage and scaling. The actual base and scaling itself was not touched, so the first foxfire hits equally).

  • E dealt the same damage as it's current iteration, but the mana cost at all ranks was changed to 85 (35 mana higher at rank 1, scaling into 25 mana less by rank 5). Note that this means until level 14, Ahri is spending 35 more mana per charm. It isn't until she is level 17 that she is actually spending less per cast. Many would consider this a net nerf, considering the amount of time is spent below level 17 in a game. I'll leave that open to your interpretation.

Another huge aspect of E was added as well, which was the 20% damage amplification at all ranks for 6 seconds. This was a massive change to Ahri and it meant if her charm landed, her Q and W would deal 20% more (a large portion of that as true damage). Thus, assassin Ahri was born.

  • R dealt 15 more damage at all ranks (base) and had 5% higher scaling per charge (amounting to a total loss in 45 damage and 15% scaling on her full ultimate at all ranks).

Whew. I'm tired now, but I'm not done. Now lets look at the PBE changes and compare them to Season 3.

  1. Movement speed on the Q. Big burst in speed that decays quickly until the orb returns. Total duration is about 1-2 seconds. She retains the 2.5% scaling on travel resulting in a 5% net gain in damage from Season 3 on her Q.

  2. +10/15/20/25/30 base damage on W. Scaling not touched, still 30% damage on consecutive hits. This brings the base damage in line with her Season 3 counterpart, but it leaves the maximum damage in scaling 16% lower. Net change: 16% scaling at all ranks to single target.

  3. 20% damage amplification removed. +15% AP scaling at all ranks, +0/0/0/0/20 base damage. Net change: confusing as hell. Will discuss.

  4. Ult not changed. Net change: loss in 45 damage and 15% scaling over 3 charges.


The following is my opinion, take it with a grain of salt:

The movement speed on Q is a quality of life change. It will make her more slippery in combat, but it will not help her chase down targets. It's intended to make her kite better (like: Azir/Xerath/Ziggs) and is essentially her compensation for having shorter range than those champions. Riot expects us to get up into the fight to deal our damage and use the movement speed to escape. Personally, I'd rather take a champion like Xerath and deal the same damage from complete safety rather than relying on higher mobility to hopefully dodge skillshots or a Jarvan ult, but what do I know (I guess).

W Loses 16% scaling and E gains 15% scaling. The 20 base damage I essentially ignore because we aren't going to be seeing it in play until level 18. The benefit of ranking E is far less than ranking Q or W. The main difference is that you now have to land both your E and W to overcome the loss in stats, but the E is more controlled than the W and so has a hidden benefit. I'll call this a wash because it's hard to tell exactly which is better, and it's purely situational for most cases.

5% less scaling and 15 less damage for all charges on R. Does the 5% scaling on Q make up for this? You can certainly use it more often. You would have to land your Q 3 times on your intended target to make up for the loss in scaling, the 45 base damage would still be missing. I'll call this a wash because the last point is what ignited these changes in the first place, and it doesn't make any sense regarding the context.

This game does not need another kiting mage. We already have plenty, and Ahri's archetype is both unique and fun as an assassin. These changes bring her back as a kiting mage with an overall 20% loss in single target damage. The charm was buffed to promote her assassin synergy with DFG, the W and R were nerfed to compensate for synergy with DFG. So why, when you remove DFG, does the damage amplification on charm need to be removed? Are you afraid that Ahri will deal too much damage to targets that are not charmed? Because those changes are all fairly similar to her live values since you loaded her 15% W scaling into her E instead. Personally I don't think 30 extra damage at level 13 on her W is going to suddenly shift her to 'overpowered,' but the movement speed on her Q could make her annoying as hell. It's an unnecessary change that will not even benefit her assassin archetype.

TL;DR - Nobody wants another kiting mage. Ahri was a unique character and they're turning her into a Kalista/Xerath mix. We already have plenty of champions just like her. Let her be an assassin, remove the movespeed on Q and let her keep the damage buffs and give her back the 20% amplification on charm. Feel free to tweak balance from there, but at least let her keep her archetype.

3 Comments

Darkwind2 votes

Actually, we have no kiting mages with a playstyle even remotely similar to ahri's. A poke mage is not a kiting mage. A poke mage is a poke mage. Ignoring ahri, there are 2 kinds of mages.

  1. Poke
  2. Teamfight

Poke mages sit back, deal damage, never get in range at any time and deal damage. They are rarely, if ever, mobile. They do not have as much cc or burst as teamfight mages, but have much lower cds. Ideally, they would never get remotely close to the enemy. Teamfight mages frequently must get noticeably closer to the fight, but deal instant bursts of damage and cc with long cds. Again, teamfight mages tend to be largely immobile (the most mobile is liss- and her e is telegraphed and on a long cd). They may or may not actually go into the fight, but they are either all-in (Liss, Swain, Karthus) or stay back and don't want to be any closer than they must be (Viktor, Anivia, Malzahar).

Ahri (as a mage) does not do either of these things. She has moderate cooldowns. She does not have instant burst, and never really has. It takes at least 3+ seconds to get her ult damage out, spamming r as hard as she can. She does not have inherent aoe cc, and her range is not enough to poke. To do her job as a mage successfully, she must flirt dangerously close to the enemy with her ults. Each can hit 3 enemies, but cannot hit the same enemy twice- they MUST hit at least 2 each for her to be successful. Therefore, she immediately places herself in danger in order to do damage. In order to get away with it, she will have to use her next two ults and rylai to maintain her distance from the enemy, throwing out qwe when appropriate.

This is not "another mage."The closest thing there is is Cass, and cass is really some sort of marksman-mage hybrid. Her kiting is only for a single enemy. Ahri attempts to kite and deal damage to the entire team. No mage in the game apart from ahri does this. Please stop saying they do.

Drunk Rummate1 votes

First of all, thank you for reading.

I'm going to disagree with you.

Xerath, for example, 9-5 second cooldown on his Q. It's a straight line skill shot with 75% AP scaling. Ahri's Q has a 7 second cooldown at all ranks and 70% AP scaling.

Xerath's E is a 1050 range stun for up to 2.25 seconds with 45% AP scaling. Ahri's E is a 975 range 'reverse fear' (very close to a stun, mechanically) for 1-2 seconds based on rank with 50% AP scaling

Xerath's R is a 3 charge ultimate with 43% ap scaling per charge that can be used to chase escaping targets down or kill them from excessive range Ahri's R is a 3 charge ultimate with 30% ap scaling per charge that can be used to chase targets down or run the hell away.

The main difference?
He has higher range and she gets movement speed. But considering they do the same damage, why not just choose the safe option and attack from 1400 range with a lower cooldown by level 9?

Other than that their Ws are obviously different. Ahri's has a shorter cooldown if she uses it while in range, but Xerath's deals far more damage (up to 30% more to a single target and 60%+ base damage more in AOE) with about 3 second longer cooldown on average.

So Xerath is a sustained damage, kite mage with very similar design to this 'mage ahri' except he's far better in almost every single facet of use.

Darkwind1 votes

I have no disagreement with you in terms of damage output. I am pointing out that the play styles are not the same. Xerath can kite, kind of, but it's not what he is intended to do. He wants to just sit there and q you, then r when it's easy. He has a stun that can peel for himself a little, but that's about it. If you get near him, he should die every time.

Ahri, in theory as a kiting mage, wants you to get fairly close to her. Because when you're close to her, she can ult away from you- and still be in range for 2+ targets to get hit by that ult.

Not the same.

Regarding the balance, I would actually like to see increased time requirement between ahri's ults (1.5 or 2 seconds instead of 1 second on live), but loading much more damage into it from other skills. As you note, in order for it to be worth the risk, you'd have to make the damage numbers superior to those of someone like xerath. in order for those numbers to not make her e OP as a catch mechanic, you'd have to force her to have insufficient damage to kill them without multiple ult charges. So basically, you'd most likely leave her q alone as a wave clear/laning mechanic, but greatly reduce charm and w damage in favor of ult damage (transferring all of that damage, not removing it), and adding quite a bit more damage than just that to the r.

finally, i'll point out that longer range without mobility is not inherently safer than shorter range with mobility. Compare Kog'maw safety to Caitlyn or Lucian. Xerath vs ahri takes this to an extreme that i think favors xerath, but in any event...

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