Riot: Why do resurrection passive cooldowns not scale?

skooterpoop··11 votes·1,231 views

Towards the late game abilities have lower cooldowns because teamfights become more frequent and objectives become the main focus of the game. There are several abilities that don't get reduced cooldowns later in the game, though, despite being ridiculously long. Zac is the prime example. His passive cooldown is a whopping 5 minutes, meaning you won't have it in a majority of fights come late game. I suppose it's a matter of opinion but I happen to think Zac's passive is one of the worst of these passives. It takes 8 seconds for the blobs to come together and with the new AoE Smite in Season 5 killing the blobs is easier than ever. I estimate I see Zac's passive actually cause him to live once out of every four or five times it procs. Taking into account all of these factors I see no reason why this ability remains having a 5 minute cooldown in the late game and why other very long Static Cooldown passives don't get lower throughout the game.

13 Comments

DJ Di04 votes

They could at least scale in 'respawn' time. 9/10 times if you die as Anivia or Zac with your passive up, you're just going to die again in those 8 seconds it takes to revive.

Llanite3 votes

It scales with your stats, i.e. the person it brings back late game is a lot more powerful than he was at the beginning.

Some abilities just aren't meant to stay relevant all stages of the game. Ahri Ashe Caitlyn Chogath Draven FiddlesticksHeimerdinger Fizz Gangplank to name a few. Be happy with what you have.

Champion Skin2 votes

Well Ahri passive does actually scale though.... the more AP Ahri gets the more she is able to heal from her passive and the more CDR Ahri gets the more often is she able to get her passive

And Cho'gath passive do somewhat scale it is just that he doesn't get to sit and kill minions much in the late game as teamfights usually happen and not much sitting and farming

Fizz passive is good... don't underestimate the power of creep block and the ability to avoid it

Ashe passive does suck yes... not that it is all that great or amazing in the laning phase either

Draven passive is good... though of course it does nothing when you are at full build... except maybe giving you enough gold to sell your GA when it is on cooldown and buy something else? or something like that...

vIbvdOwbko3 votes

There are just abilities that have different power spikes in different periods of the game, or are just flat out inferior. Revive passives are very useful early for Zac and Aatrox if they want to towerdive, etc. Anivia's passive is definitely useful, as it makes her impossible to towerdive till later in the game, and makes her very hard to kill early, as champions don't have the damage nor cooldowns to kill something twice within a set period of time.

Old Man Teeto2 votes

Revive passives, particularly late game, are doubly effective within those team fights.

The most powerful defensive item for a single fight, is Guardian Angel. Revive passives don't need to scale down in CD because of how powerful they are innately.

Champion Skin1 votes

Well Zacs isn't particularly good if the enemy jungler has Rangers Trailblazer as well the enemy usually don't have much else to use smite on then killing Zacs blobs

Let's see for Zac's blobs to be able to survive smite and only smite he needs to have more then 4000 health and for the blob which is targeted by the smite to survive Zac needs to have more then 8000 health

Llanite1 votes

[{quoted}](name=Champion Skin,realm=EUW,application-id=3ErqAdtq,discussion-id=r2JyvtZK,comment-id=00050000,timestamp=2015-04-15T10:07:58.388+0000)

Well Zacs isn't particularly good if the enemy jungler has Rangers Trailblazer as well the enemy usually don't have much else to use smite on then killing Zacs blobs

Let's see for Zac's blobs to be able to survive smite and only smite he needs to have more then 4000 health and for the blob which is targeted by the smite to survive Zac needs to have more then 8000 health

It isn't meant to be a game changer. Just some flavors.

You'd rather have 10 armor/10 MRMonkeyKing or 8% life steal? Because that's pretty much most passive offers.

Champion Skin1 votes

8% life steal?? Nasus? though he has 10/15/20% life steal

Kratos2631 votes

{quoted}

It isn't meant to be a game changer. Just some flavors.

You'd rather have 10 armor/10 MRMonkeyKing or 8% life steal? Because that's pretty much most passive offers.

Nasus gets to 20% life steal and wukong has 8 armor/8 MR for EVERY enemy champs close to him. So yeah, passives do offer a lot, don't try to say otherwise if you have no idea what you're talking about plz.

skooterpoop1 votes

Guardian Angel allows you to come back into a fight after 4 seconds and it can't be prevented other than dying to the fountain. When it's on cooldown in the super late game you can even sell it and purchase something else to use for those 5 minutes. Guardian Angel is leagues above Zac's passive in a multitude of ways in the late game. Yes, Zac gets the bonus of having his passive in the beginning of the game but it isn't like it's assured you will get great use out of it then, too. The change I would think needs to happen doesn't even need to be big. In terms of Zac specifically I would think giving him half a minute off the cooldown at level 9 and another half a minute off at level 17 (every 8 levels) would be at least something that the character deserves.

Sailor Mint1 votes

As a reminder, Death Timers increase as the game goes on, Revive passives do not.

YOU BEEN WARNED1 votes

If they should scale at all, they should scale with offense.

AD for Aatrox

AP for Anivia Zac

These guys are already defensive enough, the passives should encourage risk reward instead of being free stats.

Champion Skin1 votes

That doesn't make much sense though... as Anivia egg and Zac blobs are based on their HP (Zac blobs also scale with his armor/mr) and well if they don't have enough of it... well then their passive is mostly useless as they get killed before they even get to revive

Well Aatrox with his rather poor base stats are usually forced do build mostly defensive items to avoid getting bursted down and die before he actually gets to use his any of his damage/healing from his W and auto attacks Aatrox is kind of like Swain.. he needs a lot of things to really get going... he needs durability so he needs to build tanky items... he also needs lifesteal to help negate some of the damage he is dealing to himself and to enable him to use his W more offensively he also needs AD/AS because well his damage without items isn't the best either

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