Rek'Sai as a Turf Fighter - Rework Idea

Big Lincoln··3 votes·1,697 views
https://i.ytimg.com/vi/XuJ3LauhrX0/maxresdefault.jpg

idea I had for rek'sai while i was thinking of how to make her look and play better, and to carve out a niche for her instead of general strengths + tremor sense. i want to make rek'sai more of a fighting champion, but I didn't want her to just be a generic diver melee. i think this would be thematically appropriate, too; where while Warwick is about chasing you across the map, Rek'Sai will be about hunkering down in one area and fucking up anyone who walks into it.

gist of it is to nerf Rek'Sai tremor sense radius around herself, as well as it being removed for allies (only she can see it) to trim her general strength, but she now gains the ability to 'extend' it by standing near a tunnel. tremor sense around tunnels can link together in a set radius, so the more tunnels she sets near each other, the more she can see in that area. in addition, tunnels are now individually easier to kill, but the more that are connected, the longer it takes to squash one, to reward Rek'Sai for setting up a nest without being interrupted and to give her more time to defend her perimeter.

i also want her to be encouraged to set them up to have their radii overlap, possibly for some offensive buff in her nest, or just for better vision (more movement pings?), instead of just trying to chain them from one end of the jungle to the other, so she trades the ability to cross the map with tunnels for a lot more power in a concentrated area

https://i.gyazo.com/c3bb2216a18b4128259a22de401a0260.png

A bit of a rough example of what I mean by them chaining together; I couldn't decide on a proper distance for how far away Rek'Sai could see with them, but it was worth outlining a general concept of it.

https://i.gyazo.com/02b382cdfc23a37922a904a65f766ed5.png

And then having 3 tunnels overlap, sort of like triangulating a position where you want to tell exactly where anyone in that area is until they move out of that zone.

I thought about shuffling her power with general mobility by making her tunnel a channel, so that an instant dash covers less distance but she can hold it down and dig out a longer tunnel if she can do it without interruption. I'm not really sure about this one, it seems kind of messy, but i'm not much a fan of mobility without condition so I wanted to limit it a little bit.

let me know what you think.

3 Comments

S0kaX1 votes

I think this change would make her harder to play since the cooldown on her E is really big, and enemies can just stand on them to destroy them very easily.

Big Lincoln1 votes

i addressed that concern, tunnels would become 'tankier' if you build them close-ish to each other, so if you set up a nest you have a lot of time to respond to someone trying to stamp them out.

i think E could probably get a shorter cooldown, at least if it becomes a channel. not sure how I like that though; maybe a way to reduce the cooldown by doing something else.

Big Lincoln1 votes

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