@Riot Singed Changes I would like to see in Season 6
main here. I am the author of two popular/top
guides:
http://www.lolking.net/guides/255326 http://www.mobafire.com/league-of-legends/build/s5-welcome-to-singed-city-patch-5-18-425849
I've been theory-crafting
and playing him since Season 3. I was the FIRST
main to popularize the
+
with no
and no
build as well as the 1/25/4 masteries page that is currently the popular and optimal masteries page for the champion. http://champion.gg/champion/Singed
Here is my view of what sorts of changes can be done if he ever gets reworked to try to bring him up-to-date with modern champions.
**1) Quality-of-live improvements. **Increase his base movement speed to 350 or 355. I think it's ridiculous that other melee champions like
have higher base movement speed than
. They both have gap-closer and escape abilities.
should have more base movement speed than the average melee champion, especially since his play style is heavily determined by his ability to over-take people and stay in front of them.
Increase his auto-attack range. The new standard for melee champions seems to be 175. Look at the recent Juggernaut reworks and other melee champions released relatively recently like Yasuo. They all seem to have 175 attack range now. I think we should increase
's attack range to 175 because when he attacks, he bashes people with his shield. Have you seen that thing? It's quite large and long. Most of the time (if you see the animation) when you hit people it looks like your shield goes through them because ITS animation range is longer than the attack range, which is weird.
On a similar note, increase Fling's range from 125->175 to be consistent with the new auto-attack range.
Speaking of Fling, can we PLEASE get the same quality-of-life update that
got a patch or two ago? Make fling prioritize champions or champions you recently attacked (however
's swallow thing does). It's so sad when you're trying to fling someone and you accidentally fling a minion or something. Fling isn't a cheap spell, it costs 100+ mana so missing it is really painful.
2) His passive. Let's be honest here, his passive is really shitty. The problem with his passive is that it's a noob trap which tricks a lot of novice players into wanting to build mana items like RoA, Tear, or FH. However, as you can see in my guides, which is also reflected statistically, his most optimal build, that is, the build which gives him the most damage+survivability+utility with 6-items doesn't include any of these items. He seldom runs out of mana without mana items in mid-late game, and you only have issues in early game if you're not conservative with your mana / mindlessly leaving your poison on all the time.
Don't believe me? InvertedComposer is the original
main (not anymore) but he created a build optimizer site http://www.leagueoflegendsmath.com/Item_Optimizer.html where he has a program that does number crunching and calculations to determine the most optimal build for champions. Obviously the tool is not perfect, but a champion like
was the first one he ever did the math for and also the relatively simple kit makes it easy to formulate assumptions and derive a build from it.
I think we should remove his mana->HP passive completely. Remove it and bump his base HP and HP/lvl to make up for it. Currently at level 18 (without his passive) he has 1937 HP. Bump him up to the 2201 level so he's in the same tier as other tanky champions but also this makes up for the loss of mana->HP conversion from his passive based solely on base mana stats.
What should his new passive be? I think it should be something that fits his theme better as a "Mad Chemist." It would also be something that could help his terrible early game and make it more bearable so he can at least farm minions against lane counters without having to proxy or do something cheesy. This passive will revolve around and emphasize potions. You hear him talk about "mix mix swirl mix" all the time in-game but never see him do anything that interesting with potions (aside from his ultimate).
Idea: Make it so that his passive is something similar to the "Alchemist" mastery in the utility tree. Though, instead of increasing how long a potion lasts, increase the strength of it, by say, 50%. Example:
: 150 health over 15 seconds -> 225 health over 15 seconds
: 100 mana over 15 seconds -> 150 mana over 15 seconds
: 120 health and 60 mana over 12 seconds -> 180 health and 90 mana over 12 seconds
During lane phase he has very little sustain, and if you've ever played him you find yourself buying potions a lot, even if you decide to build Catalyst. This helps make lane phase a little more bearable. It also makes the utility tree more appealing because stacking this passive with the Alchemist mastery can make for very good amounts of sustain.
This is only half the idea for the passive, however. There will come a point in time in which he no longer buys potions or his inventory can't fit anymore. I still want to make this passive useful in late game, so here's the second half of it: elixirs can be stacked. The common rule of Elixirs are that you can only have one active at a time. What if
's new passive made it so you can stack multiple of them? Imagine having
all active in late game. It would be pretty cool, but of course it would still cost gold, though it will allow you to get to late game and feel like you have a passive, something useful you can feel.
3. His W. Let's be real here, his W is one of the most boring abilities in the game. It's an AOE skillshot slow, similar to Ziggs' Hextech Minefield. I thought it was cool how they added its combo potential with your Fling allowing you to root champions on it. A simple quality-of-life improvement would be to allow
to cast W while he's running, so it doesn't interrupt his movement. Many other champions have effects similar to this. It doesn't make much sense for
to have to stop in his tracks to cast his W before continuing to run. This change makes sense thematically.
I was thinking it could also have another effect. Here are two ideas I had for possible additional effect:
a) When
casts W while his Q is toggled on, enemies within it get poisoned with
's Q poison for 3 seconds.
b) Enemies poisoned while on the Mega Adhesive area take X% bonus damage from the poison. I'm not sure what the X should be. Let's say 50% for now and we can figure out number balancing later.
Option (a) would help him farm against ranged champions that he can't get near since he can cast his W on minions to poison them and deal damage. This wouldn't be that spammable because his W has a LONG cooldown and
typically doesn't build much CDR. Option (b) I like a little more, since it would add additional incentive for you to want to flip enemies into the W zone but also make it feel useful to use in situations where you've already caught up to them and are sticking to them. I think one (or both) of these changes would be nice.
4. His ultimate. This is the change I think is least important. Maybe we can make his ultimate feel less like a balls-of-stats ability and more of a game play-making ability. Maybe while his ultimate is active, he receives some empowered effects on his other abilities. Here are some IDEAS:
a) Maybe while his ultimate is active, his Q slows poisoned enemies by X% (reduces reliance on
build).
b) Maybe while his ultimate is active, his Q deals additional %HP damage to poisoned targets (current or max HP, either one). This would reduce reliance on a
build.
c) Maybe while his ultimate is active, his passive doubles effectiveness from potion enhancements (50%->100% bonus potion strength).
d) Maybe while his ultimate is active, his W behaves in one of the new ways I proposed in my previous point.
e) Maybe while his ultimate is active, his Fling now roots for an additional 1 second if you land the target on your Mega Adhesive.
Just some ideas. Though, to make up for these new effects we should probably change some of the stats it gives. Instead of 35/50/80 flat stats maybe we can change it to some %. We could do like 10/20/30% damage reduction, bonus movement speed, bonus AP, and bonus hp/mana regeneration. If you do some of this math I think with the %'s you get less stats than currently with the flat amounts, but now it scales better into late game and also would give you some added effects on your other abilities for better synergy.
These are some ideas I've had. I can probably brainstorm more. OBVIOUSLY not ALL of these ideas should be necessarily implemented. Maybe it would make him too OP. You would probably bash me for being biased and just wanting an across-the-board buff. I'll admit I may be a little bias, but I think most
mains would get behind some or all of these changes and the Rito balance team can see some merit. I really hope he sees more changes in Season 6, changes that would help modernize him and make him an overall more interesting and thematic champion. I DO realize there are other champions who urgently need changes and
is "fine" living in solo queue with a decent win rate so I'm not saying it's absolutely critical that he be reworked or anything like that.
Thoughts?
and I think would be more of a ball-of-stats type champion in that regard. I think exchanging this "free stats" thing for a more utility-driven kit would make him better overall and easier to balance. It would also make it more likely for him to see pro play, not necessarily as a top pick/ban but as a solid viable option.
? Would he have to buy it? If so, how much does it cost? Does it upgrade from its first purchase?