My take on making Zed less dominant overall
Zed has been a little on the unbalanced side as of late, so I decided to take a big long look at his kit and see what made Zed, well... Zed, while tuning him to be more balanced and less of a way too safe assassin. This is my personal view on things and agree or disagree I'd like to hear your ideas and thoughts as well! I put a lot of work into this. Enjoy!
Passive: Contempt for the Weak
- Cooldown: 3
- On-Target Cooldown: 10
- Zed's basic attacks against target enemy champions below 25% health deal 5 / 6.5 / 8 % of the target's maximum health as bonus magic damage. This effect only procs at 10% health for minions and is capped at 2.5 % of the target minion's maximum health.
Passive Change Overview:
- Zed's passive now has a cooldown to avoid Zed last-hitting low health minions with too much ease.
- On-target cooldown is the same.
- The health threshold for champions is now 25% health instead of 50% and deals 5 / 6.5 / 8 % instead of 6 / 8 / 10 % of the target champion's maximum health as magic damage.
- Minions now require more precision to be last-hit since this only procs when they are below 10% health and the damage is capped at 2.5% of the minions' maximum health.
Q: Razor Shuriken
- Range: 900
- Cost: 75 / 70 / 65 / 60 / 55 Energy
- Cooldown: 6
- Active: Zed throws his spinning blades forward, dealing physical damage to the first enemy they pass through and deal 60% damage to the second enemy it passes through. Razor shuriken can only hit up to two targets.
- Living Shadow: Active shadows will also throw a shuriken in the direction of the target point, but passes through all units in its range. Damage reduction on multiple units hit still applies. If more than one shuriken strike the same enemy, the additional shuriken deal 50% damage, restoring energy to Zed.
- Physical Damage: 75 / 115 / 155 / 195 / 235 (+ 90% bonus AD)
- Mimicked Shuriken: 37.5 / 57.5 / 77.5 / 97.5 / 117.5 (+ 45% bonus AD)
Q Change Overview:
- Range, cost and cooldown are the same.
- The shuriken's AD scaling has been reduced to 90% bonus AD from 100% bonus AD, to help bring his damage down a bit and making it less easier for him to poke you down and destroy you once he gets up close.
- Zed's normal shuriken now only hits two targets, still dealing reduced damage to the second. Zed's shadow shuriken however still passes through units. Zed's waveclear is way too good. In conjuction with the changes to the passive, this change makes it more difficult for Zed to farm entire waves with just a couple of skills and a few auto-attacks. It's also more difficult for Zed to poke his enemies in lane, if they stay behind their minions, adding some counterplay to Zed's laning phase. His shadow shuriken however thematically made sense to pass through it's targets and was kept to reward Zed for positioning his shadow well and helping him with his now weaker wave clear.
W: Living Shadow
- Range: 550
- Cost (1st Cast): 20 / 20 / 15 / 15 / 10 Energy
- Cost (2nd Cast): 35 / 30 / 25 / 20 / 15 Energy
- Cooldown: 20 / 19 / 18 / 17 / 16
- Passive: Zed's bonus attack damage is increased by a percentage.
- Active: Zed's shadow dashes forward, remaining in place for 4 seconds. Reactivating Living Shadow will cause Zed to swap places with this shadow. Zed's shadows mimic his basic abilities. If a target is struck twice by a mimicked ability, Zed restores some energy and reduces the cooldown of this ability by 2. Energy can only be restored once per mimicked cast.
- Bonus Attack Damage: 4 / 8 / 12 / 16 / 20% Bonus AD
- Energy Restored: 20 / 25 / 30 / 35 / 40
W Change Overview:
- Range is the same.
- The cost of Living Shadow is now divided between placing the shadow and swapping places with it. Zed's extreme mobility is very popular and being ungankable is not too healthy. This change makes sure that Zed needs to constantly be watching is energy expense and make sure to get the energy restoration portion of the ability if he wants to be safe in lane. This is also the overall energy cost of the ability has gone up.
- Zed's bonus attack damage is now lower with 4 / 8 / 12 / 16 / 20% Bonus AD instead of 5 / 10 / 15 / 20 / 25% Bonus AD. Zed already has a lot of damage on his one. Giving him even more although helpful for his assassin play style can be less than healthy at times. Reducing it allows Zed's damage to be somewhat more fair.
- The cooldown has gone up slightly from 18/17/16/15/14, but the cooldown can now be reduced by striking both mimicked abilities to its original values. This rewards Zed for successfully pulling off his combo, while punishing him a little for not doing so, which is ultimately better than giving him another go too quickly. Thusly, adding Shadow Slash's effect to Razor Shuriken is a good way of rewarding the best of Zed players for pulling off risky plays and removing the portion of the effect that scaled with champions hit was overall very sub-optimal since Zed is an assassin that's supposed to remove high-priority targets from the picture and escaping to safety back with his team and not to stay and assassinate more people alone.
- Energy restored remains the same.
E: Shadow Slash
- Range: 290
- Cost: 50 Energy
- Cooldown: 4
- Active: Zed spins his blades, creating a burst of shadow energy and dealing physical damage to nearby enemies.
- Living Shadow: Active shadows also slash, dealing physical damage to nearby enemies and slowing them for 1 second. Enemies hit by extra slashes are slowed by an extra 50% and for 1.5 seconds and restore energy but will not take additional damage.
- Physical Damage: 60 / 90 / 120 / 150 / 180 (+ 80% bonus AD)
- Slow: 20 / 25 / 30 / 35 / 40%
E Change Overview:
- Range, cost and cooldown remain the same.
- Cooldown reduction effect removed to accomodate changes made to Living Shadow.
- Slow when only hitting the shadow's Shadow Slash reduced to 1 second. Slow by two Shadow Slashes unchanged. This change was made to remove some of Zed's utility. As little utility as he has, he's supposed to be an assassin a slow too big from far away does not reflect that. Thusly, the change was made to remove a little bit of that power. The slow for when he's up close and personal with his victims when hitting his other slashes, which add to that assassin identity.
R: Death Mark
- Range: 625
- Cooldown: 120 / 100 / 80
- Active: Zed becomes untargetable for 0.75 seconds and dashes behind the target enemy champion. Upon arrival, he marks the target for death, ignores unit collision, and spawns a shadow that lasts for 6 seconds at the cast location. If the death marked target dies, reactivating Death Mark will cause Zed to swap places with this shadow. After 3 seconds, Death Mark will trigger, dealing flat physical damage plus a percentage of all physical and magic damage dealt to the marked champion while it was active.
- Physical Damage: 100% Bonus AD + 20 / 35 / 50% of damage dealt
Ultimate Change Overview:
- Range and cooldown unchanged.
- Zed can now only swap places with his ultimate shadow once the target he had marked dies. Zed's mobility and instant escape should not come as easily as it does now, since it removes all the risk from his risk and reward play style. Now, Zed can only return once his target has been killed, giving his victim a better chance to counterplay Zed's ultimate. This idea was taken from a fellow summoner on the Boards.. I thought it was a really good idea so I decided to this post and add his change.
- The scaling of this ability has also been changed from Total AD to Bonus AD. This will make it so Zed really requires to pour out all his damage on the marked target in order to successfully kill him and return to the safety of when he ulted originally.
And there it is. Feel free to let me know what you thought. Cheers!