Lux; Updated Gameplay

Stacona··1 votes·250 views

Clarify first that nothing I am suggesting will be anything significant and Lux will play the exact same way as she currently does. With this said the changes will be some being buffs to update her to current league status, some changes will be simple quality of life changes, and others will be slight nerfs but only because there are things in Lux's kit that are problematic during certain stages of the game but are fine later on. Also some changes will add a slightly more difficulty to her and some more advance gameplay increasing her mastery level so that a really good Lux can be even better and the lesser skilled or average Lux players won't see much of a difference to how she feels when playing her.


Illumination (Passive): Now additionally Light Binding will ignite marked units of light (as well as still re-apply similar to how her ultimate works), on top of basic attacks and Final Spark igniting marked units of light.

This is primarily a very good quality of life change for a poke champion, total damage will not change overall because this change does not add any damage just an easier way to proc her passive.

Light Binding (Q): Cooldown: 10 seconds; Cost: 50/60/70/80/90 Mana; Range: 1175 units Lux releases a sphere of light in a line, striking up to two enemy units along its path. It deals 70/115/160/205/250(+70%AP) magic damage to the first enemy it touches and half that damage to a second enemy behind it. Additionally, the first enemy struck is rooted for 1.2/1.4/1.6/1.8/2 seconds, and the second enemy is rooted for half as long.

A bit of context is that the cooldown is lowered from 15/14/13/12/11 seconds, but the root duration is lowered from a flat 2 seconds; also slightly more damage early on and slightly less damage later on for the base damages. The idea here is to make this spell less dominating early game, but still strong later on; the cooldown buff is because the root duration is a lot weaker at low ranks.

Prismatic Barrier (W): Cooldown: 14/13/12/11/10 seconds; Cost: 60 Mana; Range: 1075 units Lux shields herself for up to 3 seconds and throws out her wand in a line, applying the same shield to allied champions in its path.

The shield grants 50/70/90/110/130(+30%AP) shield points on the first path to all ally champions it passes through and an additional 50/70/90/110/130(+30%AP) shield points on the second path as the shield returns back to Lux.

So there is some advance gameplay here, not with the self-shield since it is guaranteed (but the second portion you can change the delay between walking away or closer so I guess there is advance gameplay), but rather with shielding allies and can grant a weaker shield than currently or a much strong shield by hitting allies with both shield passes. The gameplay fix here is that yes there is a stronger shield with a shield add-on rather than a shield refresh, but better counter gameplay because now damaging the first shield is not a wasted effort anymore since the damage will actually stick. In short, Lux get some nice advanced tactics, the spell takes more skill with having to hit allies with both passes rather than just one, and she and her teammates get a better shield; while the opponent's side of things means the opponent can now hurt the shielded units and actually make meaningful ground rather than wasted efforts with breaking the shield since the shield will now add on in two phases rather than a shield refresh which never feels good when playing against the Lux.

Lucent Singularity (E): Cooldown: 12/11/10/9/8 seconds; 70/80/90/100/110 Mana; Range: 1100 units Lux sends an anomaly of twisted light to a target area, slowing enemies by 35% within 300-range and granting sight of a slightly larger area for up to 5 seconds.

At the end of the duration or if Lucent Singularity is activated again, the zone will detonate and deal magic damage to enemies in the area. Lucent Singularity deals 60/70/80/90/100(+40%AP) magic damage plus 10/20/30/40/50(+10%AP) additional magic damage for every second Lucent Singularity was in play for.

The current cooldown is a flat 10 seconds and the slow strength goes up with ranks, mana cost per rank lowered mainly to update the spells mana cost. The big change is that the damage is now dynamic rather than static, this can work up to be a pretty big buff at the same time a big nerf as well because the damage is similar Gragas barrel change where the beer needs to brew while this change the light needs to heat up for a bigger boom and more damage. The main reasoning behind this change is mainly for counter play purposes with rather than having a big burst of instant damage that has no way around it other than Lux misses her spells is now the ball of light warms up to deal even more damage, but quick bursts of damage means a lot less damage. This also grants Lux more reasoning to wanting to position her ball of light in such a way to try to get the highest amount of damage possible and allows for more interesting tactics and gameplay opportunities for the Lux player to use at her exposure; which again increases Lux's mastery curve allowing for really good Lux players to get even better on her with a higher skill ceiling. Also roughly 2 seconds of cooking out of the 5 seconds is required to approximately deal the same damage as she currently does more/less which is not difficult to do with the spell already slowing and Lux having a root for another.


Hope you appreciate the effort! ~ Stacona

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Stacona1 votes

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