A breakdown of why Akali's rework failed in her gameplay

Barcid·11/12/2019, 1:50:53 PM·22 votes·9,872 views

It's hard to say that Akali's rework was an overall failure - she's hitting 12% playrates across pretty much every tier, she sells skins, financially she's a success. Her presence at worlds also plays to her being strong.

So instead, we're going to attack this issue from what most people are complaining about - her gameplay. But while she's certainly not a fun champion to play against, you could still say she's a success because maybe that was the plan. Except for one glaring issue:

If we go off of what players wanted fixed about old Akali, this rework addressed pretty much none of the issues while exacerbating several of them. Those issues were:

  1. Akali did not exist in lane before level 6, pretty much just trying to sustain and farm with her Q and passive.

  2. After level 6 Akali became insufferably overbearing to the point you pretty much couldn't get her away once she latched on to you.

  3. Akali had a tendency to faceroll her way through low elo games with her low interaction and low skill-ceiling gameplay (similar to Fiora).

  4. At a certain point, Akali would often get stonewalled in teamfights by pink wards and AoE damage, making her a liability come late-game.

While I'm sure some Akali mains could probably list a few more grievances they had, these were the big 4 that I recall from the discussion on her. With those listed, let's go into just what the hell happened with each one of those points that Riot had claimed they would address:

  1. Akali now very much exists before level 6. Good job on that - the issue being she's a fucking nightmare against any champion that doesn't just grossly outrange or counter her. While she could certainly harass you with her Q before, it did bug-bite damage unless she was brave enough to walk up and actually proc secondary damage - you could practically ignore it. Now, not only is the cooldown much lower, but its damage is all front-loaded - so if she hits you with her Q, she's hitting you with the full extent of her damage. This is ignoring that this activates her passive as well, which gives her an extra reward for hitting you - except now there's not really much risk to proc-ing that in lane as she gets a speed up and her range is extended on the auto. While I wouldn't find much of an issue with this if I'm playing a champ like Lissandra that can just smack her in the face with multiple punishes every time she wants to come up, not every champ is Lissandra, and many don't have any tools to interact with this excessive harass. Her level 6 overbearing-ness has, incidentally, been shifted directly into her level 1-2.

  2. And with her overbearing-ness being placed in her level 1-2, I'll leave you to do the math on her level 6 - because Akali comes with not one, not two, nor even three - she comes with four total dashes. So while old Akali could just keep gluing her face to your ass every time you wanted her to go bother someone else, her new kit brings that lovely issue along as well with a plethora of additional speed-ups and one more dash just for good measure. Now, where old Akali was better was that her dashes were all targeted - Akali needed an enemy to dash to in order to go flying away, which meant once Akali put herself in a situation, she had better hope it was favorable or she was going to get her ass played like the bongos. While this seems frustrating for someone playing as Akali, it pretty much just stressed that she think about if she should go in or not - but new Akali's dashes, besides the second activation of her E, are not targeted. This means she can go wherever, whenever - meaning now Akali not only has a way in, she also has a way back out, so not only can she stick to you like gum in hair, but she can freely dip out any time she thinks it's not going too well for her - and good luck catching her after that because the only other champion with as many dashes as her is goddamn Riven, and that should say enough on that topic.

  3. Akali actually doesn't faceroll low elo games anymore because she's too busy facerolling high elo ones - while I can no longer call Akali players low-skill trash that don't even deserve to lick the dog crap off the underside of my shoes (like, no offense guys... but fuck your bullshit dashes back then, god damn), her kit is so utterly overloaded that in high elo games, many champions simply can't deal with her in lane, and thanks to the relatively limited supply of pink wards, dropping one in the middle of lane just to reveal Akali (who would probably just end up dashing away anyway) isn't exactly gold-friendly, and neither is sitting around for five and a half seconds waiting for her to come out of her goddamn shroud. Ganking an Akali is such a drain on time and resources that unless she's straight up just diving turret, you might as well not even bother - and higher elo players know how to utilize these exploits far more. So what we've done is pretty much just flip Akali around from what she was - instead of a low-skill low-tier stomper, she is now a high-skill, high-tier stomper, except she still has no fucking interaction because whatever damage you deal to her in lane she's bound to just heal it back up off her sustain. So the problems didn't get fixed - they just got shifted to an entirely different tier.

  4. BUT, and like your mother's this is a big "BUT", her winrates plummet if the game starts going long - so when I say she stomps games I mean that game has to actually be a straight curbstomp or she is significantly less likely to win. Ironically, her problem of pink wards was fixed on release in the most utterly toxic fucking way imaginable (holy shit, who legitimately greenlit "true stealth"?), so that got rolled back - which just gave way to what we have now, which is the same fucking Akali as before getting slammed in teamfights.

And that's just it - Akali has pretty much the same exact issues now as before, but exacerbated to a frankly egregious degree. While the elo she's most problematic in has been flopped, she is still a) stupidly overbearing b) easy to zero-interaction your way to a snowball victory and c) a liability in any game that runs long, but now she is also d) horrendously toxic to try and deal with as a laner at all stages instead of just at level 6 and e) disgustingly safe with the amount of escapes and tools she's given. She is basically only in as much danger as the person playing her wants to be in, and more than any other champion she can pick and choose whatever fight she wants to go into however she wants to go into it.

In short: Fuck this rework.

30 Comments

SEKAI11/12/2019, 7:18:42 PM12 votes

Can you please do a post on how much of a mistake Yasuo is on a design level?

That'd be great, thanks.

The thigh guy11/12/2019, 6:09:17 PM8 votes

The issue with akali is they have her 100% lane control. You physically cannot fuck up hard enough on this champion to have had nothing you could do to get away.

She gets to play the game, and her enemy gets to watch her play the game.

Oh what’s that? You 4 man collapsed on her while she was pushed to the t2 turret without vision. Cool. She’ll stealth and use 1 of her 3 unconditional dashes to hop a wall.

There are 2 champions that can have the possibility of chasing down an akali. Talon, and Kayn. And neither of them have any kill potential on her.

CaptainAntiHeroz11/12/2019, 3:58:32 PM6 votes

I've yet to see 1 good argument as to how this champion in her current state is better for the game from anyone, people have nothing to respond with about how she is better for the game but when people call her out for being busted constantly the Akali mains come running to her defense because they still want to have a overly safe burst champion

Akali Prime11/12/2019, 8:47:32 PM5 votes

I assume this week is akalis week to be complained about non stop? One person made an akali post now everyone’s doing it? I wonder who we’re gonna complain about next week, probably senna.

lilpokfluf311/12/2019, 4:41:16 PM3 votes

She’s definitely more fun to play but I get why everyone hates her. Maybe a small change like only give movespeed if she’s walking towards an enemy might help balance a little?

ITZ ICY11/13/2019, 10:00:51 AM2 votes

CertainlyT worked on it, that's what went wrong.

DrDubb11/21/2019, 7:38:52 AM1 votes

The worse part is that she's masqueraded as a "high skill cap champion" just because she LOOKS complicated and fancy. That's complete BS. You can give ANY player 4 dashes, a stealth, MS Boost, and a slow (and sustain after first item+rune) and they'd do well. There is nothing "high skill cap" about having 4 dashes AND all that. The first time I played her (on an ARAM game) I was completely surprised on how easy it was to do what she does. Like holy crap, what were they thinking? This is AFTER all the nerfs lmao

Really though, the champion needs a small rework. I love the idea of being a versatile ninja with many tools for skilled outplays , but there isn't much "out playing" about her right now. Maybe take out the slow OR the movement speed boost, does she really need both?

Maybe somehow shift her shroud ability to another ability, the idea is that she can't hold ALL of her tools for the right moment whenever she wants. Maybe when she chooses to dash that same ability procs stealth. Maybe we shift her stealth to her passive and make it in short intervals after certain abilities, and move the enhanced damage a new ability.

AquariusGine11/12/2019, 6:40:51 PM1 votes

In low elo she's a liability all stages of the game. It sucks cuz we low elos love her new skins haha.

łnśane11/13/2019, 1:22:23 AM1 votes

[slayer-pantheon-popcorn]

9mm Valentine11/13/2019, 3:07:50 AM1 votes

I like her old kit just way better. It was more fun to play.

FrancisMuni11/13/2019, 11:14:37 AM1 votes

In my opinion one of the biggest problems of Akali is not an individual ability, but the combination of her W and E. You can have a dash to engage/ escape, you can also have a shroud to stall fights until help arrives or your other cooldowns are refreshed. What it's not okay is to have BOTH PRE 6.

Also her Q having such low cooldown and dealing so much damage, while being literally impossible to dodge isn't fair. Why would you want to choose between DPS and burst if you can just be Akali and have Burst Per Second?

Finally, her ult is also unfair. 2 LONG dashes that aren't point and click (so she doesn't need targets to escape), but that are also undodgeable. How is anyone supposed to counterplay this shit?

This is my proposal to try to make her balanced. Akali mains won't like this, obviously, because they are delusional kids with treestumps as hands, but they won't want any change to this dumpster fire of a character unless it's a direct buff.

  • Make her Q significanly slower and a bit narrower, enough so it's dodgeable but not to the point that her waveclear is seriously affected. In compensation, maybe give it a little bit extra damage if it hits only 1 target.

  • Give her the ability to maintain her W ms boost briefly after leaving the shroud because she will need it after what I'm about to do to her E.

  • Erase his E's back jump and restrict the reactivation so it can only be used if she hits a champion or large monster. She has had 2 defensive jumps pre 6 for too much time. That's enough of this shit.

  • Make both jumps of her ult shorter. Also make the first one faster but damageless (so it's just a reposition tool) while the second is slower (so it can be dodged) but deals the full damage.

SirHydro11/13/2019, 4:38:24 PM1 votes

I love watching this community cry bitch and whine about how broken Riot's champion design and balance is, while also shoveling dumpster truck loads of cash into their wallets buying skins and events passes.

It's like a woman that keeps going back to the wife beating man in the trailer park. No sympathy for you.