Evelynn's previous E applied two on hit effects, but her new one only one
Why was this feature removed? The attack speed steroid I guess I can see since she isn't meant to be a sustained damage dealer (Which is even more evident when watching her basic attacks with a high AS value compared to her more fluid series of kicks and swipes); that's why her Q was given a cooldown after it's been used four times. Removing the double hit effect of it though seems like an odd choice just to make her lose synergies with an on-hit build.
Which seems strange, since it applies even one on-hit in the first place still. Why keep the one on-hit in the move when you don't want Eve players building on-hit? Combined with her lost AD ratios, it turns what was a versatile assassin who built the damage types that work best against her opponent into an AP assassin that builds the same items every game.
Enemy has a Galio or Mundo bricking your mage?
were there to ream these magic tanks. Rammus or Malphite giving the team trouble instead by blanking the ADC?
will keep those physical tanks from getting out of hand.
Maybe the enemy team is a little bulkier and needs some shred? Pop an ult and a quick couple of hits with E backed by
to unleash a huge amount of upfront burst before skedaddling away like a good little assassin that couldn't take her mark.
As a former Eve secondary (She's been surpassed by
in mastery points since her rework), it's just sad to see her losing such a wide amount of versatility in exchange for a charm she never needed in the first place and some %health damage on her E that seems more geared toward chunking tanks than assassinating key targets.
If it's a matter of power budget, I would gladly give up a lot of power from her W in favor of some of her AD-scaling- and on-hit-synergies of E. Move the arrow that indicates Eve's direction to 1s after casting (from 2.5s); this would give her opponents the full 1.5 seconds to react to her charm combo instead of that being balanced around her large stealth detection radius and slow movement speed, and solve a lot of problems with her balance going forward -- as long as the arrow indicating her location only shows up once the charm is already fully primed, she can never be fully balanced because she will always have a long-lasting hard crowd control tied to a fragile bursty kit. She's either going to be unusably bad or incredibly broken so long as that element is what she is balanced around. To increase the power budget of the rest of her kit more (say her slower movement speed and stealth radius) I'd also decrease the cast range of W a fair bit so she can't fake an ambush as easily without dedicating more to it.
I know I've gone off a bit of a tangent here, so I'll give a brief version of what could bring her closer to the gameplay her old players enjoyed as well as touch on some other more minor balance issues:
- Base movement speed 335 -> 340
- At levels 11 and 16, shrink her stealth radius so she can maneuver to her targets in the late game; level 16 being her prior version, 11 being half way between
- While camouflaged Evelynn now once again ignores unit collision (Again, why was this removed?)
- Passive Auto Attack/Ability cast lockout timer: 4s -> 3s for better clears
- Lower W cast Range from 1200/1300/1400/1500/1600 to 900/1000/1100/1200/1300
- W arrow indicator appears after: 2.5s -> 1s
- E flat damage: 40/55/70/85/100 Magic -> 30/32.5/35/37.5/40% AD Physical Damage
- E % max health damage: 3% (+1.5% per 100 AP)-> 1.5% (+0.75% per 100 AP) (Still magic damage)
- E hits: Once -> Twice, each hit dealing the same damage for a total of 60/65/70/75/80% AD Physical + 3% max health (+1.5% per 100 AP) Magic damage
- Empowered E flat damage: 70/90/110/130/150 Magic -> 30/35/40/45/50% AD Physical damage
- Empowered E %max health damage: 4% (+2.5% per 100 AP) -> 1% (+1% per 100 AP) (Still magic damage)
- Empowered E hits: Once -> Three times, each hit dealing the same damage for a total of 90/105/120/135/150% AD Physical + 3% max health (+3% per 100 AP) Magic damage
- E cooldown: 8s -> 10s
- R damage: 150/275/400 (+70% AP)-> 150/250/350 (+80% AP)
Thanks for reading and please I'd love to hear more from other prerework Evelynn players.