I could be wrong, but to me the Ryze changes seem like a huge nerf
Passive - no longer always on, activation tied to spell cast charges, now provides a shield, cooldown redux per spell cast tied to Q cooldown Verdect: Looks like a nerf. Why? _ a) It's not always on, meaning that you will have times where you do not have a passive_ _ b) The cooldown reduction on spell cast is tied to your Q cooldown, meaning that if you get cooldown reduction (which you WILL GET due to your ult passive) the benefit you gain from your passive remains the same, relative to your abilities - i.e. the same number of spell casts get you the same amount of cooldown reduction regardless of how much CDR you have._ Q - Flat damage increased, Mana scaling reduced, Ap scaling increased, cooldown increased (not enough to matter though), now a skillshot, cooldown reduction passive moved Verdict: Massive nerf . Why? _ It's a skillshot, which means it can miss, and can't hit someone behind minions, which is bad. Why does every mage need to have a skillshot?_ W - Flat damage reduced, Cooldown increased, ap ratio reduced, mana scaling reduced, duration higher at first level but lower at max level Verdict: Nerf. They just really don't like reliable CC abilities in this game I guess. E - Cooldown halfed, flat damage reduced, ap scaling reduced, guarenteed second bounce, but that second bounce damage is about half of the initial hit damage. **Verdict: ???? **- This is a very weird change that's hard to quantify; due to the semi random nature of the ball, the floor of the updated ability is higher but the ceiling is lower - This is a Gankplank ult style change which is hard to rate. I would say, if you were regularly getting one hit off of this ability, its a buff, but if you were getting 2 or 3 hits (on one guy) consistantly, than it's a nerf. R - Cooldown passive here, which goes up to 30%, duration reduced, cooldown reduced Verdict: Nerf. Why? 30% Cooldown reduction provided as a passive when core items already provide cooldown reduction, means that cooldown reduction on core items is a wasted stat. A 10 second less cooldown on ult does not make up for a 1 second less duration on ult - his ult is worse with no meaningful compensation.
Overall Thoughts: Ryze got his mana scalings across the board lowered, and had extra cooldown added into his kit, and while the ap scaling of one of his abilities (his Q) has gone up, the ap scalings for his other abilities were reduced, perhaps to emphasize his "windowed moment of power" moment especially with the cooldown reduction on E. Given from the changes they've made to him (lowering mana ratios and giving him a higher flat cooldown) they don't like Ryze building, or don't want Ryze to build these:
and want him to bulid more magey items - but Ryze still has super high mana costs (100 mana on W and E) combined with that cooldown reduction on the E, I don't know how sustainable that really is. Also, without the armor from those items, I feel like he might not be tanky enough in the later game when he has to move into range to use said abilities.
Perhaps the intention is to make Ryze a champion that sort of function in cycles so that you just spam Q's until you're "powered up" then go to town, then drop back to useless mode for a while so you spam more Qs. In other words, Ryze is now being made into a skillshot spamming mage, which we've certainly never seen before.
**EDIT: **It has been pointed out to me that I appear to have misread Ryzes updated Spell Flux - rather than hitting the initial target once and bouncing around before hitting him one last time, it would appear that after hitting the initial target, it bounces out to a number of secondary targets simultaneously, and back to the initial target for half the initial hit damage each. As such, it looks like Spell Flux actually got a pretty nice buff, rather than a nerf.