Some reasonable not OP changes to Zoe by a guy who only played Zoe for teh missions
Too many "nerf Zoe" posts asking for stupidly ridiculous nerfs just because they lost to her or smthg. So i decided to chip in with some more reasonable nerfs that wont dump her in trash tier straight away. (PS im not a Zoe main)
Q
The problem with this skill is that the "high risk high reward" spectrum of this skin is pretty much near the ends. You either miss (which isnt hard) and do nada damage or hit and deal a f-ton of it. What needs to happen is not a direct nerf, but a slight shift so the balance is closer to the middle.
-
Removing the invisible power "If Zoe moves with the redirected star, it will keep moving until it moves more than 800 units away from her". Zoe is more than capable of aiming her Q from far away once she uses her R. She doesnt need another mechanic to increase her Q range. This would reward Zoe by using her Q-R combo more and less if she tries to hit her Q without her R.
-
Mana costs increase (60/70/80/90/100 perhaps) Zoe's spamming abilities isnt only due her low cd. Its because of her incredibly low mana costs, especially early game. For example, we see Nidalee with a Q a bit similar to Zoe but not as spammable, even though she has a lower cd. This is because her whole kit needs much more mana than Zoe does. Zoe's Q should have a higher scaling mana costs, since not only her Q but her overall kit uses much less mana compared to other champs.
-
(OPTIONAL) Reduce the max distance x damage multiplier Currently Zoes Q can deal up to 150% bonus damage at 2550 units. In order to lower her high risk high reward concept, the whole scaling should be lowered to 100% bonus damage at 1950 units. This means the only change in damage is the ceiling cap, and not the actual damage/distance scaling. Hence Zoe doesnt need to do extravagant plays to get that 2550 units, but she also doesnt do as much damage if she somehow does pull it off.
W
RNG problems. Thats kinda it.
-
Make her W shard drop from cannon minions instead This would help reduce the RNG from "a random caster minion" to "a guaranteed cannon minion". Not much of an effect overall, but should help laners playing against her be able to predict when she will get a spell shard.
-
(MOST IMPORTANT NERF) Teleport unable to drop by minions (at least before 10 min) BIG issue here. during laning phase a minion drops a tp shard. Zoe then uses all her mana to clear wave and poke enemy. She immediately backs, heal and buy items, and tp back in lane. For free. This makes her laning phase way too safe if the RNG is right.
-
(OPTINOAL) Make minions drop only certain shards. Corresponding to the 2nd point, minions drop shards should be more predictable. For example minions could only drop item spells and not summoner spells, or vice versa. Some tests would be needed but overall reducing the minion spell pool would also reduce her RNG. If minons only drop lets say hextech items enemies know she could either get
from them and know what to expect.
E
Unpopular opinion: Zoes E isnt all that bad. Most common complains :it deals true damage, it lingers if she misses, it travels too far. But actually all these come with their own restrictions. Her E is not as easy to hit at it seems if the enemy is aware and understands her limitations.
- Remove the cooldown reduction Its a CC. Hitting it on a champion is by itself a reward. CDR is overkill. Another option is to make it have reduce CDR if it hits a champion DIRECTLY. Since that is not easy to pull off, it is understandable to give it a small reward, but still kinda pushing it.
Well thats about all the main problems i have noticed on her.
TLDR: Zoe has some invisible power that most people dont realize, not just "true damage" or "its a trap". Need to reduce that sht.