Shaco upcoming changes, why?
I'll start by listing the proposed changes. Two-Shiv Poison (E)
- Base Damage changed from 5/35/65/95/125 to 50/75/100/125/150
- AD Ratio changed from [75% total AD] to [60/75/90/105/120% bonus AD]
- Damage type changed from magic to physical
- [new] Now deal up to 50% additional damage based on target's missing health
- [removed] No longer deals 3 - 8% missing health damage based on character level
So let's get one thing out there, right off the bat. AP Shaco is dead. The bonus AD scaling instead of total, the switch to physical from magical ensure this.
Now, this change is good for most players, because the last time they tried to nerf bruiser build but buff Assassin, it backfired. This time it looks like they hit the mark, making him rely on high AD to do any damage.
As it currently stands, his E does no damage early game, and decent damage late game. His early ganks are fucking pathetic, and his clears are just as bad. (Q doing no damage, passive only gaining 5% damage, E doing no damage)
Currently 5 + (0.75 * Total AD) + 3% missing.
With jungle item and AD reds, he will be sitting at 72 AD at level 3, giving him about 59 damage on his E. The missing health will add maybe 20 damage at most, (3 per 100, not many people would have more than 700hp at level 3). This totals 79 damage.
Proposed Change
50 + (0.6 * Bonus AD) increasing by 0.5% per 1% missing. Since he only has 10 bAD early, the new 2 Shiv will be doing 56 damage. The multiplier gives you at most, 50% damage, bumping it up to 70 total, at most.
Why is someone struggling early getting yet another early game nerf?
His Q does 0 damage His W does minimal damage His E now does at most, 70 damage and he doesn't get R early.
Even Soraka has more damaging skills than Shaco early game.
Don't get me wrong, the late game buff is nice.. but he is even weaker now in the first 10 minutes of the game, which is where most games are decided.