Rek'Sai after release compared to Rek'Sai now. (with some thoughts about nerfs and contexts)
Hello guys, I'm
player, I've been playing her since release and I want to share with you some thoughts about how Rek'Sai was through seasons. Let's start.
Rek'Sai after release patch 4.21
Unburrowed Q (same as now, but damage and scaling were boosted): 15/35/55/75/95 (+0.4 bonus AD) physical damage. (now: 15/20/25/30/35 (+0.4 bonus AD) Burrowed Q (too much AP scaling - 100%)
W (same as Q, too much dmg): 60/110/160/210/260 (+ 0.5 bonus AD) physical damage. (now: 50 / 65 / 80 / 95 / 110 (+ 40% bonus AD)) knock up radius 200 (now 160 to comparison)
Back then Rek'Sai was super OP champion that could solo 4 without any loss of hp and also had a really good Map preasure with her ultimate her E and she also could knock up whole team without problem. Warrior back then was only viable jungle item, jungle was J4's, Vi's, Lee Sin's and Rek'Sai's domain
Patch 5.1 Context: >Rek'Sai's a unique champion with a lot of mastery required to make full use of her piles of strategic mobility options - all of which is currently undermined (heh) by her raw strength as a duelist. While we want the queen to hold her own in a fight, holding her own in a fight against 4 people and getting out alive isn't quite what we had intended (sorry marksmen)
Unborrowed Q 15/35/55/75/95 physical damage ⇒ 15/30/45/60/75 physical damage 0.4 bonus AD ⇒ 0.3 bonus AD
Burrowed Q 1.0 AP ⇒ 0.7 AP
W - Unburrow 0.5 bonus AD ⇒ 0.4 bonus AD
Good nerfes as mentioned earlier she was too strong with Warrior. Q burrowed ratio down because Rek'Sai should be AP champion (1200 dmg from burrowed Q with 1200 radius wasn't funny for enemies)
Patch 5.2 Context: >The league's latest addition is still Rek'ing more than she should in the early-game. Lowering her bases should help keep her from tunneling too hard onto your carries, while increasing the number of knock-ups she gets in a fight allows her to aggressively re-engage against fleeing opponents or defensively peel when on the back foot (Claw? Tendril? Whatever the Xer'Sai have as appendages).
Base Q damage 15/30/45/60/75 physical damage ⇒ 15/25/35/45/55 physical damage W: 60/110/160/210/260 physical damage ⇒ 40/80/120/160/200 physical damage Enemy knock up immunity: 10 seconds at all ranks ⇒ 10/9.5/9/8.5/8 seconds
Good patch, Rek'Sai was still too good and Riot wanted to tune down her a little bit, but Riot didn't know back then how history will turn out. Enemy's knock up immunity was bad compansation for her W's dmg because was crucial thing in Tank Rek'Sai kit.
Patch 5.7 (after boosted Cinderhulk release in 5.5) Context: >High clear speeds, high damage, and the best tool for hunting enemies through the Fog of War - Rek'Sai has many, if not all the tools you'd want in a jungler (or a hungry void predator). As we've done in previous patches, we're taking the edge off of her bite in exchange for more end-game usability and tunnel-enabled mobility.
Ratio on Q (+ 20% bonus AD) from (+ 30% bonus AD)
Tunnel Per-tunnel cooldown reduced to 10 / 9 / 8 / 7 / 6 seconds from 10 at all ranks.
Back then they were good nerfs but it almost killed Bruiser Rek'Sai 20% bunyus AD ratio was really bad thing and it shifted Rek'Sai more into a tank than bruiser/diver. She started to be knock up machine.
5.10 Context: >Rek'Sai's one of those gals who's been very strong for some time, and it's something we couldn't help but notice when she stayed viable and competitive through two large shifts in the jungle item metagame (Warrior and Cinderhulk). That said, we don't just want to kick her out of the feasibility forest (the diversity dirigible flies over it), so we're going for a light change to reduce the reliability of her level 3 ganks.
Base health down form 611 to 570.
Nerf like every other nerf. She was too healthy in really hard jungle as it was back then and too tanky in early game.
5.13 Context: >For a jungler that's meant to be an map-wide menace in the early phases of the game, Rek'Sai's found resilience transitioning into a knock-up machine once teamfights begin, often catching multiple enemies off guard. Interrupting crucial targets with a well-timed Un-burrow is the kind of high moment we want the queen to have in her games, but its generous range often catches people it appears it would otherwise miss. She'll still have all the elements of a dominant jungle-beast, but will need to demonstrate higher precision to get the same results.
W - Unborrow radius down from 200 to 160.
Good nerf to tank Rek'Sai. They didn't want her to be knock-up machine.
5.17 Context: >Ever the professional staple, Rek’Sai is a character who feels desynced in terms of strength. What she provides to a team (unparalleled scouting, vision control and global mobility) are far harder to feel than gnawing your face off, giving her the nod over other junglers time and time again. Another powerful-yet-invisible mechanic is her passive’s bonus fury, giving her an edge in combat for repeatedly going underground - something that already rewards her with a fair bit of speed and CC as-is. We’re interested in finding ways to shift power around to make Rek’Sai feel more visceral, but for the moment pulling this makes her less powerful when it comes to skirmishing again and again where she’s already way ahead of the pack.
REMOVED: Granting 15 bonus Fury upon using Unburrow (W).
6.14 Context: >Often in the patch notes, we’ll refer to certain high-variance mechanics or champions - the success of which varies heavily depending on a player’s skill or group coordination. Vision’s one of these mechanics - while things like warding are important (really, do it), it’s more where you ward and how your team uses that information that can make or break a strategic stand-off.
When it comes to variance in champion abilities, Rek’Sai’s Tremor Sense has some of the highest in the League. It’s one thing to know where your enemies are, but when Rek’Sai provides near-perfect information on enemy positions, things start to get pretty crazy (like increasing skillshot accuracy or almost completely deterring invades). We’re looking to dial back Rek’Sai’s team contributions, making the information she provides more about telling you ‘They’re somewhere over here!’ rather than ‘They’re exactly here!’ Tremor Sense is still one of the most powerful information-gathering tools in the game, but allowing enemies more ways to play against it keeps it feeling like a proper mind-game and not just an ankle monitor
Tremor Sense refresh rate per target increased to 1.5 seconds from 0.75.
NEW EFFECT: Tremor Sense does not alert Rek'Sai if the enemy is minorly moving to change their facing direction.
Good nerf for Pro play, not as super for ranked play, but still impactful. I think that it was good nerf, that it, nothing to add. Rek'Sai tank very good at that moment, they needed to nerf something from her Utility.
6.17 Context: >Rek’Sai is, by design, a champion with great mobility tools. But as we discussed earlier (see: Gragas), the degree to which she’s digging around in the early game is over the top. Rather than carefully calculating whether she needs to use Tunnel to get somewhere or save it to make a play once she arrives, Rek’Sai frequently gets to do both. We’re pulling back on that availability to force Rek’Sai to make meaningful choices with her resources.
Void Rush shares Tunnel’s early-uptime problem, though it leads to different frustrations. Because Rek’Sai can so frequently zoom across the Rift, grouping up early to make map-wide plays against her team can feel like a pointless endeavor. Try to trade turrets? Rek’Sai ults to defend hers. Try to stop her split-push? Rek’Sai ults away to safety. Try to take Dragon or Rift Herald? Rek’Sai ults to contest it. Void Rush should tip the scales in the favor of Rek’Sai’s team wherever she chooses to fly off to, but it should also be a signal to enemies that they’ve got a realistic chance to make a play elsewhere on the map.
E Tunnel Cooldown 20/19.5/19/18.5/18 sec. ⇒ 26/24/22/20/18 sec.
R Cooldown 150/110/70 sec. ⇒ 180/140/100 sec.
Another nerf for pro play and her utility.
6.18 Context: >When Rek’Sai was released, we positioned her as a member of the Fighter class: a durable, damage-focused melee champion that wants to hunt down prey and finish it off herself. In the months following release, however, our balance work on Rek’Sai de-emphasized her damage threat in favor of her team utility strengths. Her optimal playstyle settled into the Vanguard (offensive tank) space, and that identity mismatch has caused a lot of player frustration. So, when Rek’Sai’s competitive dominance put her on the balance radar, we resolved not to make the same mistake twice.
Overall, fixing Rek’Sai’s role requires more than being cognizant of where to cut power, and we won’t promise that this’ll be the last time Rek’Sai visits the patch notes. That said, pushing her back toward kill-or-be-killed skirmishes is the first step in the process.
BASE ARMOR 28.3 ⇒ 24 ARMOR GROWTH STAT 3.75 ⇒ 3.4
Good nerf for Tank Rek'Sai, bad for Bruiser/diver.
7.11 Mini Rework
Tl;dr/Overall
Rek'Sai was nerfed through years/seasons. Riot unconsciously shifted Rek'Sai form Bruiser/Diver to tank knock-up bot. Nerfed everything in her kit from AD Ratios on her Q and W through AP ratio from Q to ulility nerfes like W E and R nerfs.
I think that now base damage on her Q is too low, but bonus AD ratio is the same as it was when Rek'Sai had 95 dmg on hit on 5th rank of Q (it was boosted to be sure), but what Riot have done patch after was nerfing BOTH scaling and base damage (TWO TIMES), but back then it was very good nerf but overall it was awful change that killed bruiser Rek'Sai.
Thanks for reading guys :D