Weird idea for balancing Zoe without removing any of her maximum output potential
Firstly, I have to admit, yes I'm a Zoe player. I was diagnosed with Ligma last week from fourth-dimensional intersections of yinger and yangerons, and my doctor says my condition is quite gloomy. I'll do my best to play Zoe less from now on, because as I've heard Ligma is contagious. But in all seriousness, I like playing her because of her character more than her gameplay. I still would if she ever received a full rework as well.
Off to the point, Zoe is probably not broken in terms of statistics (50% w/r right now), but she feels very unfair to play against, and I feel like sometimes Riot has double standarts towards these cases (why is Azir sitting in the gutter because he's too well rounded at the hands of a skilled player, while Yasuo is getting compensation buffs the second an indirect nerf is on the horizon? This extends to Zoe's state as well). So since a lot of people are asking for a nerf, and she does have a nerf on the PBE to her Passive and W, and I don't really see how it will solve anything regarding the complaints towards Zoe - namely being at the receiving end of her Q and E, which are completely reliant on the Zoe player rather than her opponents... I've come up with an idea.
Thus, my suggestion: Zoe's opponents should be able to displace Zoe during her Portal Jump with any damage source functioning as a slight knockback. Consequently, her Q's aim should be displaced by the same amount Zoe is currently displaced from her Portal Jump's [target] location.
In other words, while Zoe is on her Portal, any damage taken should knock her back slightly, while still allowing her to cast spells/auto normally. Obviously, this can be applied multiple times with multiple damage instances during a single Portal Jump. Her Q's aim will be knocked off just as Zoe is, so if you're on Zoe's right and you auto attacked her, knocking her to the left of her portal, her Q will be knocked to the left as well.
This isn't really gamebreaking since Zoe always moves back to the same location after Portal Jump ends, and this doesn't change it. The knockback only affects Zoe's temporary position. It also feels like it fits her thematically since she's portal jumping between dimensions and stuff so it's granted she is unstable and weird movements will happen if she's attacked.
This allows enemies to actually counteract for Zoe's actions. Good Zoe players will still be able to close the gap of the Q's changed trajectory by aiming at the estimated difference considering the enemy's position, but that's going to be hard. Very hard, I suppose. In teamfights, allies that are closer to the enemy Zoe will be able to throw her aim off while she's trying to snipe off your backline. Basically, more active counterplay, while allowing Zoe to still have success if she wins at the mind games of estimating how much she will be knocked away and from what position.
Sorry this turned out to be more lengthy than what I expected, Welp. Thoughts?
mid used to be a thing, and all she did was throw spears, cougar, and jump away, as before she had a mini rework that made her more cougar form focus, the spear damage was calculated by how far it was from nidalee when it hit instead of where it was thrown from which i believe is the case (could be wrong).
They didn't like the idea that spamming one ability in lane wasn't a good mechanic and pretty sure that led to the mini rework she got.
While
's entire schtick is to lob Q's left and right
&
because it wasn't healthy for you to be 100-0 without the ability to fight back, in the case of these, at the time powerful assassin champions.
Meanwhile
(but not limited to) etc... it is allowed.
. If every instance of damage counts as a displacement, you no longer need to have anyone aim anything, or use any ultimates, if you want to ult as Yasuo. All that has to happen is for one stray source of damage to hit her...











































