(DETAILED) How I Would Address Waveclear/Enemy Interaction/Too Easy Shove-and-Roams in the Midlane

Sir Rouge·10/2/2018, 12:31:46 AM·1 votes·1,246 views

Meddler on waveclear: ‘’Glad that waveclear's down somewhat without mana costs crippling champion performance. Still got concerns around late game waveclear stalling things out unless you have Baron, but some progress made.’’

Last time, they simply reduced the amount of mana overall. I think there’s one last step to take for midlane. Reduce waveclear, but reward trading and hitting spells to make midlane more interactive.

These changes are doing so by:

  • Lowering the amount of free mana you get
  • Adjusting the mana costs on champions that need to be checked
  • Adding an interactive mechanic on champions with mana nerfs that don’t need to be nerfed overall (also to reward trading and hitting spells)
  • Help against too easy shove-and-roams

**Disclaimer: **

  • I think there are some problematic champions in other lanes, but that’s another topic. I’m only talking about midlane in this.
  • Numbers subject to change
  • Individual changes subject to change. This is more about the bigger picture/the direction of the changes.



Buffs, runes and items. **Blue buff : **

  • No longer grants mana regen
  • Now grants 20% CDR (up from 10%)
  • Edit: to compensate for junglers, give more mana regen on hunter's talismant. I think blue buff has been problematic for a while. There’s no competing against a laner who has blue buff while you don’t have it, and having it takes away the point of having mana for waveclear. This change should emphasise its usefulness on junglers in the early-mid game, and make it useful on any champion late game depending on CDR.

Manaflow band:

  • No longer grants maximum mana upon hitting enemy champions
  • Now refunds 10 (+20% of the ability’s mana cost) mana upon hitting an enemy champion with a non-targettable spell (one refund per spell hit, no cooldown) No more free mana. Rewards trading and hitting spells at any stage of the game.

Corrupting potion:

  • Health per charge: 125 --> 135
  • Mana per charge: 75 --> 50
  • Burn damage: 15-30 --> 20-30 This should be the best health sustain option, not the best early game mana option. The extra early burn damage also promotes trading.

Doran's ring:

  • New effect (in addition to the existing): Hitting an enemy champion with a spell refunds 5 mana.


Champion changes:

  • Some champions got higher mana costs on their waveclear spells
  • Some champions got mana adjustments to balance waveclear and trading, while getting an extra rewarding trading mechanic
  • Some of the changes are targeted at the too easy shove-and-roams

Ahri: Base MS: 330 --> 335 Passive MS: 20% --> 25% Q mana cost: 65-85 --> 70-110 E mana cost: 70 --> 65-85

Aurelion Sol: W initial mana cost: 40 --> 60-80

  • New effect: Now refunds 4-8 mana (based on level) every time Aurelion Sol hits an enemy champion with stars E mana cost: 60 --> 80-100

Ekko: Passive: New effect: On third hits (edit: against enemy champions), gives Ekko 10% of his maximum mana back

  • Q mana cost: 50-90 --> 50-130
  • E mana cost: 40-80 --> 50

Heimerdinger: Q mana cost: 20 --> 30 W: New effect: Hitting the maximum amount of rockets on enemy champions refunds the spell’s mana cost E mana cost: 85 --> 80-100

Irelia: Q mana cost: 20 --> 20-32 (based on ability rank)

Leblanc: Q mana cost: 50-90 --> 50-110 (Edit: stays at 50-90) W mana cost: 60-120 --> 70-130 E mana cost: 70 --> 50 (Edit) R: now sosts 50 mana at all ranks

Malzahar: W mana cost: 40-60 mana --> 40-80 mana

Orianna: W mana cost: 70-110 --> 70-130

Swain: E mana cost: 60-80 --> 80

Talon: Q mana cost: 30 --> 0 W mana cost: 55-75 --> 60-100 E mana cost: 0 --> 20-0 (based on rank)

Veigar: Q new effect: Hitting an enemy champion with this ability now refunds 10% of missing mana W mana cost: 60-80 --> 60-120 (60-100) E mana cost: 70-90 --> 80 (80-120)

Vel’Koz: Q mana cost: 40-60 --> 40-80 W mana cost: 50-70 --> 45-85 E mana cost: 50-70 --> 30 E base damage: 70-190 --> 80-260

Viktor: Augmented W now grounds enemy champions W slow%: 28-44% --> 35% Augmented E base damage: 20-180 --> 40-240 Augmented E AP ratio: 70% --> 90% Explosion damage from augmented E now does 50% damage to minions (from 100%)

Xerath: Passive: Mana refund on AA: unchanged Passive: Mana refund on enemy champions also reduces the passive’s cooldown by 20/40/60% Q mana cost: 80-120 --> 80-140 W mana cost: 70-110 --> 70-130 E mana cost: 60-80 --> 60

Ziggs: Q mana cost: 50-70 --> 40-80 W new effect: knocking an enemy into one of your abilities now refunds 20% of your maximum mana E mana cost: 70-110 --> 70-130

Zoe: Q minimum base damage: 7−50 (based on level) (+50/75/100/125/150) --> 20-80 (based on level) (+50/75/100/125/150) E mana cost: 80 --> 80-120 R mana cost: 50 --> 50/60/70

Anivia, Annie, Azir, Brand, Cassiopeia, Fizz, Galio, Karthus, Lissandra, Lux, Morgana, Ryze, Syndra, Taliyah, Twisted Fate, Zilean: Unchanged

5 Comments

AznTrueblade10/2/2018, 1:09:13 AM1 votes

Changing blue buff’s mana regen without compensating it for junglers is a very big concern

Also, 3rd procs on Ekko passive should be limited to enemy champ procs

Beacon Academy10/2/2018, 6:37:52 PM1 votes

I don't have a lot of horses in this race but...

Manaflow Band is a buff to aoe champions and a nerf to target champions

Should just make it restore mana on any magic damage spell.


Veigar changes confuse me

His skill order is already R>Q>E>W

Why would you reinforce this?

Also the reinforcement would make the mana restore for Q pointless because E isn't spammable and doesn't cost as much mana in your iteration

It would have made more sense if E still cost a lot of mana or if Veigar players actually went R>Q>W>E

LeftyRaydy10/3/2018, 3:41:03 PM1 votes

So I can tell you plenty of issues already just looking at this. First lets just go with the idea that if anyone is ahead with these changes they will easily be getting mana refunds or % of missing mana back which by the way sucks if you are behind or melee vs ranged.

why would Ahri get buffs here I am confused. Ekko is a no this makes no sense? is it removing the rest of his passive? he is the only assassin with Waveclear, but for good reason as he is not as bursty as other champs. Heimer has to hit all the rockets on 1 champ?

I am just going to stop here as overall these changes are terrible this would make Energy and resourceless champions even more stupidly strong early games then they already are due to not have to do even close to as much resource management.