Evelynn Mega-Post

Tiniest Turtle·12/31/2018, 4:40:32 PM·2 votes·2,382 views

Ok so this is basically going to be a combination of my previous posts on the subject of the Evelynn rework. I'm beating a dead horse here, but old Eve was my favourite champion and she could still be if she was a little different, so I want to get my opinion out there. I love what they did with Evelynn's character and lore, and don't feel she could use changes there. They made her a fun and compelling personality and I congratulate them on that, however, I would like to see some changes to her visuals and kit, as at least imo they could be better.

VISUALS

https://cdna.artstation.com/p/assets/images/images/007/728/060/large/gem-lim-evelynn-concept-color.jpg?1508125727

https://cdna.artstation.com/p/assets/images/images/007/728/108/large/gem-lim-evelynn-ingame.jpg?1508126462

https://cdnb.artstation.com/p/assets/images/images/007/728/199/large/gem-lim-evelynn-turnaround.jpg?1508126970

When it comes to Evelynn's model, I feel like she could use some tweaks. Her lashers in all of her concept art were black and pink marbled and the tips were slimmer and I think it was much more visually appealing than the version they went with. I would love it if they went back and edited the lashers to be a little more true to this concept art. As for the rest of her, I find that the texture of her 'clothes' leaves a little to be desired. My greatest criticism is that it just looks lazy imo. It's just the same texture as her skin, but a different colour. It moves, which is cool, but I wish they would've done more to make it look a little more detailed. Her hair is also a lot better in her concept arts. I also feel like they could have done a bit better with the black and pink marbling of her clothes, as right now in some places it's just a stark black to pink and in others it's a muddy mix that doesn't really do justice to the concept and to her art. Her hair is another area I think could be better. I think that at the moment it looks kind of like a slim flower bulb or onion instead of a flaming mane like it's supposed to be and is in her splash arts. Just look at how wild and thick it is in the art, but when you look at it in game it's kind of just a slim tuft. I also think her skin tone should be more of a pale white than a sky blue, kind of like how shadow assassin Kayn looks. This is a minor thing, but I also don't like the way she holds her lashers when she runs. Before she gets boots her lashers trail behind her and I think it looks much better than when she carries them at her sides and runs around as a living letter W. I know that lore - wise when she's in her human form she's supposed to hide her horns, thus providing a reason for not giving her them outside of Demon Shade, but she's also supposed to be hiding her lashers. I just think she looks soooooo much better in the splash arts with her horns and she would just feel more like the demon she is if she had them outside of Demon Shade too. Personally though I think all of her skins except her base one are fantastic and make her look amazing.

As for her particle effects, my only complaint is her Q. Basically, instead of a line of spikes, it's a line of shadows that spawns a cluster of spikes under every enemy hit. This in and of itself isn't too bad, but the thing is is that there's only one version of this cluster. It spawns the exact same visual under every enemy hit. I think it would look better as just a line of spikes with a few variants, or at least I hope they add more spike cluster versions.

TLDR - I'd like to see more detailed marbled pink/black lashers with slimmer tips like in the art, more detailed and shiny looking clothing, white instead of blue skin, fuller hair, horns outside of Demon Shade, and I'd also like to see her carry her lashers differently while running in Demon Shade, as imo the way she does it now looks kind of silly and not very sleek or menacing, and more stiff and uncomfortable than anything. Additionally, her Q reuses the same spike cluster for every unit hit, and I think that the projectile should just be a line of spikes like her old Q, or at least make more spike cluster variants.

GAMEPLAY Ok so new Eve's kit is pretty fun, and works well. However, I feel like it could use some tweaks. This might be asking for a lot, but I primarily want her stealth from level one back and something more like a marriage of her old and current Q back, as the perma-stealth and spammy Q were what characterized Evelynn for me. This is my attempt at tweaking her kit, trying to preserve the characteristics of both. Keep in mind that this is just my ideal change list as an old Eve main that didn't really like all of her new kit, and it may not be balanced.

https://vignette.wikia.nocookie.net/leagueoflegends/images/0/08/Demon_Shade.png/revision/latest?cb=20171221035458Passive: Demon Shade, Effect Radius: 700 After 1.5 seconds of avoiding champion or turret damage, or 4 seconds of not attacking or casting abilities, Evelynn is enveloped by Demon Shade. Demon Shade heals Evelynn for 10 - 44 (+2% AP) per second while active, and grants Evelynn Camouflage. Basically I just want stealth back at level one. I really feel that Riot should have tried to find some way to tie this in. Eve is all about perma-stealth, and not having her champion's main hook until level 6 makes her not feel like Evelynn until then, which makes me sad. Early game she doesn't do a lot of damage, so her main threat is her short duration CC. I feel like having the element of surprise on top of that wouldn't be aweful. It would be strong, but probably not too out of proportion compared to other junglers with mobility and either more damage or more CC. The real difference is that you can't ward traditionally against Eve ganks, which was decided to be too strong early game, hence why they removed it. But since new Eve is balanced around contributing her charm primarily early game, so long as her damage isn't too high before she gets items, I feel like it wouldn't be too bad to give level 1 stealth back to her. I at least think they should do some testing around it and see if they can balance it on the PBE. As it is it's kind of a lose lose situation, either it's unfun for the enemy team, or it's unfun for the Eve and her team since her early game is weak and the stealth at level 6 mechanic encourages her to just farm. Like I said though, I feel like they could find some way to make it work. Eve can be countered pretty easily late game by grouping, so I think giving her this power early game would be nice since atm she has a small window in the mid game where she feels good provided she gets some kills. Mostly though I just want level one stealth back for the feel of it, as Eve just feels so different now imo without it.


https://vignette.wikia.nocookie.net/leagueoflegends/images/d/d7/Hate_Spike_2.png/revision/latest?cb=20171221035626Q: Hate Spike, Range: 700, Cost: 12/14/16/18/20, Cooldown: 1.8 seconds, Barrage Cooldown: 0.5 seconds Evelynn projects a line of spikes in the direction of the cursor, with the projectile speed decreasing as it travels. All enemies hit take magic damage. Spike Damage: 25/30/35/40/45 (+30% AP) (+2% Enemy Max Health)

Demon Shade - While Evelynn is in Demon Shade, she accumulates up to 3 charges of Hate Spike that can be cast at a reduced cooldown, dealing increased damage to the first enemy champion or large monster hit. Large monsters always take this bonus damage. Bonus Damage: 10/20/30/40/50 (+25% AP) Gave her her old spammy Q back, making her feel more like old Evelynn. This theoretically also makes her better at dueling early game with more sutained damage, and makes her have better wave clear if you decide to play her in lane. Moved max health damage from E to here since I dunno, I just think it makes more sense since bigger targets get hit by more spikes.. Added an interaction with Demon Shade like she has on E, allowing her to gain the barrage of 3 casts she has now, increasing their damage vs a single target like her current one. Every cast is now a skillshot, so she still has to land it to hit the charm from range. Like her old Q, it travels more slowly as it goes, meaning it's harder to hit the charm from range. I removed the weird dart mechanic as I just don't think it makes sense on the ability. Like, it's supposed to be about shooting spikes but it has that dart part that just feels out of place imo.


https://vignette.wikia.nocookie.net/leagueoflegends/images/1/16/Allure.png/revision/latest?cb=20171221035423W: Allure - Unchanged I love this ability. It's so much fun to pop it on someone as you stalk them from the edge of your camo range before pouncing on them.

https://vignette.wikia.nocookie.net/leagueoflegends/images/5/5f/Empowered_Whiplash.png/revision/latest?cb=20171221035545E: Whiplash, Range: 210, Cost: 40/45/50/55/60, Cooldown: 8 seconds Evelynn whips her target with her lashers, applying on hit effects and dealing magic damage, gaining 30% movement speed for 2 seconds.

Magic Damage: 55/75/95/115/135 (+65% AP)

Demon Shade - Entering Demon Shade resets Whiplash's cooldown and empowers its next cast to cause Evelynn to dash to her target, dealing increased damage.

Empowered Damage: 75/105/135/165/195 (+80% AP)

Basically just made it more of a flat damage nuke like it used to be.


https://vignette.wikia.nocookie.net/leagueoflegends/images/5/58/Last_Caress.png/revision/latest?cb=20171221035758R: Last Caress - Unchanged Also a pretty great ability. I don't think it needs any changes. My only complaint is how much Eve relies on it since it's her only mobility.


Alright that's it. Probably won't make another Eve post since I've already made like 6 about all this stuff. Thanks for reading my ramblings. :)

1 Comments

Galiö6/3/2019, 6:28:37 PM1 votes

Hey! Did you take a break from league?

I always like following up with people who's fav champs got reworked since I typically write to be weary of reworks Haha.

How happy are u with the rework altogether?