Lucent Singularity (Lux's E) Gameplay Improvement

Stacona··2 votes·509 views

This is a double sided improvement. Have Lux's E better for her and competitive play and be less frustrating to play against since the AoE and duration are a bit extreme.

Basically it will reduce her free poke/harass which will make it better to play against Lux, and for the compensation for Lux it will set up her snare better and her snare will make better sense with her E - also help her wave clear out a lot better and make it less awkward.


Lucent Singularity (E): Cooldown: 7 seconds; Cost: 80/90/100/110/120 mana; Range: 1100 / 350 units 1st Cast: Lux sends an anomaly of twisted light to the target location for up to 2 seconds slowing enemies within down by 55/65/75/85/95% that decays over the duration.

2nd Cast: At the end of the duration or upon casting Lucent Singularity again the anomaly detonates dealing between 20/30/40/50/60(+20%AP) to 100/150/200/250/300(+100%AP) magic damage based on how long the anomaly was in play for.

Light Binding (Q): Damage reduced to 60/90/120/150/180(+50%AP) magic damage; re-tunes the damage for Lux's damage does not become insanely over tuned and Light Binding being used the utility of the snare rather than its own damage.

The snare leads to the damage of the E change and landing your ultimate, the stronger but decaying zoning slow makes it for it is easier to set up your snare to land in which case ensures the target cannot escape the zone when it detonates since it is really easy otherwise since the slow becomes basically non-existent when it reaches near full power. The entire kit gains fluid synergy with this change! (Well the shield still seems slightly random, but that is whatever...)


11 Comments

ChaddyFantome3 votes

I'm sure plenty of us have thought of this change for her E, but then ti just ends up a copy/paste of Gragas Q in that regard.

Stacona1 votes

But in reverse, its not like we cannot share similar mechanics among champions anyways, it adds better gameplay for Lux and her opponent this way and grant better kit synergy. So might as well go with it!

JavelinJoe2 votes

Having an ability that gives you a 95% decaying slow for 2 seconds and deals 300 (+100% AP) magic damage at level 8 is insane. Especially with how you reduced its CD by 3 seconds (10->7) and the cost by 10 mana (130->120). Why need the Q to land as well when this clearly does it all? This slow, while it is a decaying slow, basically guarantees you the max damage every time you land one barely close to center around the target (like within 1/3 or 2/5 of its max radius). Also, does the 2 seconds start from cast or once it arrives at its destination?

For a champion who already is getting a buff on her ult, and who is a massive poke champion who can combo to 1 shot carries, and who has a multi-target, multi-proc shield, she does not really need any more damage and CC.

Stacona1 votes

It is a decaying slow so the E+Q combo lands easier creating a more fluid kit, but the slow fall off makes it where if you don't land the snare you don't get the juicy damage - it is entirely a fluid kit change and a skill adjust (requires more skill to play Lux and less noob stompy)

It isn't more damage, it is a damage shift to reduce her free poke/harass and improve her waveclear at the same time, her Q would deal less damage to compensate making her burst about the same when she sets up her abilities together.

JavelinJoe1 votes

My problem was that 1 ability has a ton of easy damage and low cooldowns (even lower as she gets her 40% CDR). 95% slow is also pretty good. For reference, Camille's slow is only 80% decaying for the same time and that is still a significant slow. Sure her Q has less, but you usually do not zone with Q. Think of it like this. Holding a max rank E for a little bit longer than a second will already deal the old damage. Do not get me wrong, I like the concept of scaling damage on her E. But I worry that she will end up gaining so much power off of just landing a Q in fights (both 1v1 and team).

Another question I have would be when does the cooldown start? If it starts on cast, and not on detonate, then with 40-45% CDR, you are looking at somewhere around a 2-3 second window where her E is not in use.

I would either keep the original damage or the original slow. The slow alone is strong, especially in dives. If you ask me though, I would go with your damage mechanic but keep the original slow.

Stacona1 votes

I shaved off the cooldown to the same amount as i shaved off slow duration - Anivia has a 300+100%AP nuke on a 4 second base cooldown when she sets it up with her other abilities so I went off that same balance approach since the high damage is linked to landing her snare unless you are a minion

It be on cast like it is now, since the damage has a 2 second static delay anyways

JavelinJoe1 votes

Well, with Anivia the high damage requires the snare. But not in your case with Lux. Maybe make it so that if the target is marked with her passive, and her E detonates, it adds another +30% AP damage or so (to reach or exceed your numbers). So without the passive proc, maybe it only deals 20/30/40/50/60(+20%AP) -> 100/150/200/250/300(+60 or 70% AP).

I would maybe then also place the CD start timer on reaching the destination, because just throwing it out still zones with the slow threat.

Stacona1 votes

That is why the slow decays, but the fact that counter play is added oppose to now which has none is an improvement and helps her waveclear - adding her passive requirement defeats the purpose of the change of helping her waveclear ---

We could have the slow decay to practically 0%, not quite, after 1 second. There is better balance to this and helps out Lux greatly and reduce the frustration of her free poke on her E. Changing the E to charge damage makes it better to play against Lux and helps her waveclear at the same time and we take away damage from her snare to compensate for E having more damage at full charge so her burst is unchanged and not increased.


Galio Q has 305 + 120%AP by the way with 6% max health

yoshi27901 votes

You'd have to buff her somewhere else to compensate for that. So then her W shield nerfs need to be reverted and then everyone will complain about her W.

Stacona1 votes

Waveclear buff is a pretty big buff, she gets weaker for missing her spells, but stronger for landing them and using them together

Frightning1 votes

She would be garbage tier with the proposed changes. Take it from someone who mained her years ago and still plays her from time to time, this would gut her. I understand her E is annoying because a good Lux will land it nearly every time. But that's why it's base dmg and scaling are mediocre, the cooldown is long, and it costs a ton of mana too (70-130 depending on rank currently). It's appropriately gated for how effective it can be.

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