@Riot: Since you plan to take a pass on Ryze Soon™
Passive: The mana shield is really cool and the window of power feels unique for Ryze, but the way it's executed feels a little bit janky.
Q: This ability is still bland and still makes him punishing for melee laners to go up against.
W: Chain rooting is really satisfying, but also a bit over the top.
E: This ability is a lot more satisfying to use than before the initial rework, not much wrong here.
R: This ability is all about function, not really in need of a change.
Now for my suggestions:
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Overall: Ryze's abilities no longer scale straight off of raw mana. Instead he gains (+0.6% max mana)% increased AP. For example, if he has 500 max mana, he gains 3% bonus AP, but if he has 3000 max mana he gains 18% bonus AP.
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This change is important because it cuts back his cheap and defense-oriented early game damage. Just having a Catalyst and Tear will no longer allow him to do major damage on their own, however, late game he'll scale very well off of only a few AP items, allowing him to still have a machine gun mage-tank feel that we all love.
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Passive: Keep the shield as is, however, when Arcane Mastery activates, he does not gain reduced ability cooldowns on cast, he instead gains double the bonus from his % AP bonus (so it gives him (+1.2% max mana)% bonus AP for the duration). This ability now has a flat 6 second cooldown before it can be reactivated again.
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Before anyone gets upset that he no longer has machine gun ability spam, just move on down to his Q, I haven't left that part out.
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Q: NEW PASSIVE: Casting any ability reduces his non ultimate abilities' base cooldowns by 1 second, max 75% reduction. Additionally, Ryze does not benefit from CDR normally, instead every point of CDR increases the base cooldown reduction affect by the same percentage. For example, if you have 20% CDR, this passive reduces his abilities' base cooldowns by 1.2 seconds on cast.
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This new Q passive is what makes him feel like a genuine machine gun mage, because the base cooldown reduction makes him gradually ramp up into a fight before hitting the cap and spewing spells at a ridiculous speed. The way it interacts with CDR also distinguishes him from other mages, since it makes him ramp up faster, but doesn't make his top end casting rate any higher, which makes CDR much more optional and less of a required stat.
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Cooldown unchanged. Mana cost changed to 20 (+1% max mana). Minimum cooldown capped at 1 second.
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W: Root duration increased to 1/1.25/1.5/1.75/2, cooldown decreased to 12 seconds, minimum cooldown capped at 3 seconds.
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E: Cooldown increased to 8 seconds, minimum cooldown capped at 2 seconds.
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R: Still gives CDR passively, and interacts with CDR like normal abilities.
Well, there it is, my idea for how to fix Ryze in the near future. If you like or dislike it, please give me any feedback you have, hopefully we can get a Red in here to give it a look :D