Small Zyra Suggestions

Tiniest Turtle··1 votes·716 views

If I recall a while ago it came up in a discussion that Riot would like to diversify mages and make them seem more unique. Zyra is one of those champions that could use some love revolving around making her kit a bit more interresting. The major unique factor when it comes to Zyra is her plants, and that's what these changes are focused on improving. I wanted to make Zyra have a few more ways of interracting with her plants. Here's what I came up with...

Passive: Rise of the Thorns

Upon taking fatal damage, Zyra returns to her plant form for up to 8 seconds, becoming untargetable. She cannot cast any of her standard abilities while in this state, but can cast Vengeful Thorn using any learned ability after 2 seconds.

Rampant Growth: Zyra's plants aid in avenging Zyra's death.

Vine Lashers: Upon Zyra's death, her Vine Lashers strike their most recent target or the nearest enemy champion with the least health if their target wasn't a champion for minor
minor true damage and slowing by 40% for 3 seconds.

Thorn Spitters: When Zyra fires the Vengeful Thorn, her Thorn Spitters fire with her towards her cursor, dealing minor true damage to all enemy champions struck along the way.

Notes: The idea is that now Zyra will want to at least spawn as many plants as she can before she falls and will want to place them in the best spots so that her Thorn Spitters can hit the most people and so that her vine lashers will hit her intended victims. I think this would add a layer of depth to how you play Zyra. Focusing more on creating as many plants as possible and in key locations. It would also matter what kinds of plants she spawns. Do you want more reliable instant strikes before your target can react that also help set up for the finisher with Vengeful Thorn or do you want the ability to hit many more foes for a lot more damage with your thorn if you can hit it? Of course the thorn's damage would have to be reduced a bit. As for the damage her plants do, I was thinking just the base damage of her plants minus the AP scaling. The concept of multiple plants striking the same target dealing less damage could stay or go depending on how strong the changes would be.

Q: Deadly Bloom

I had a small idea that could change this to function like a trap, but I'd take it or leave it. Essentially if there wasn't a champion on top of the aoe when it was created it wouldn't trigger and instead would remain there for up to 30 seconds. This means that it wouldn't function differently if you dropped it on a champion's feet as it already has a delay. With a very small reduction to that delay time to make up for the game having to process whether or not there's a champion within it there wouldn't be a difference but it would also have another use. The blooms would be visible to all champions, but could still be hidden in brush until warded or face checked. There would be a limit of 3 Deadly Blooms out at once and they would work like Bard's shrines in that you couldn't drop one on top of another. Once an enemy champion walks within range it would pop and do the damage after a slightly longer delay to give foes more time to react to having stepped on it. This would also be how you could disarm it. Right clicking on the bud while in cast range or auto attacking another hostile or neutral unit in the zone would also trigger it so it can still be used to farm, don't worry!

What's the purpose of giving it the ability to be a trap? AmBUSHES and zoning. Zyra's the plant lady who talks to trees. Her friends are all around. I feel like this change would give her the sense of being everywhere that could fit with the kind of character she is. Having a looming bloom sitting in the middle of the lane would also keep some enemies away from there. The most interestng use would be setting up ambushes where you leave a Deadly Bloom and a seed or two on top of it in the bush while in lane. You would still have the option to have up to two traps in lane or just be using Q as you are now with your trap in he bush. Once a jungler comes to gank or someone tries to diffuse it they'll have a chance to get hit with the bloom and a 100% chance of spawning a plant on their face.

W: Rampant Growth

I only have one real change here and it's to the passive cooldown reduction. As a support you're likely to at least reach the cdr cap and more likely to go over it with this passive. The change I propose is to grant Zyra a way to reduce her basic skills' cooldowns in a way that doesn't involve the cd4 stat. The idea is that the cooldown of her skills would be reduced by a percentage for every seed they turn into a plant. For instance, if at max level this passive reduced the cooldown of Q and E by 10% for every plant they grow you could get 40% cdr for setting up four seeds before using a skill to grow them. Alternatively you could spread out your seeds and use one on your Q and one on your E in combat to reduce both skills recharges by 20%. This way you're rewarded for using your seeds and greatly rewarded for taking time to set up 4 seeds which noone ever does. This would give you a reason to place down your seeds in a strategic spot and then drop your skills when the time is right instead of dropping them in your skills' paths all willy nilly. This would stack with your regular cdr meaning you could get up to 80% cdr (if you had 40% cdr) on either Q or E for taking the time and the risk of sowing your seeds in one spot. This alsi means that all of your skills and especially your ult don't just passivly have shorter recharges. Jt means that with skill you can double cast one of your basic skills or reduce the reset time on your combo durastically. Other than that the seeds, seed restock timer, and number of seeds active/stored are exactly the same.

Any thoughts or suggestions? I'd love to hear your feedback on my proposed changes!Zyra

1 Comments

manbearswine1 votes

[{quoted}](name=Head Over Heals,realm=NA,application-id=3ErqAdtq,discussion-id=xTxOFAKU,comment-id=,timestamp=2015-08-13T07:21:43.294+0000)

If I recall a while ago it came up in a discussion that Riot would like to diversify mages and make them seem more unique. Zyra is one of those champions that could use some love revolving around making her kit a bit more interresting. The major unique factor when it comes to Zyra is her plants, and that's what these changes are focused on improving. I wanted to make Zyra have a few more ways of interracting with her plants. Here's what I came up with...

Passive: Rise of the Thorns

Upon taking fatal damage, Zyra returns to her plant form for up to 8 seconds, becoming untargetable. She cannot cast any of her standard abilities while in this state, but can cast Vengeful Thorn using any learned ability after 2 seconds.

Rampant Growth: Zyra's plants aid in avenging Zyra's death.

Vine Lashers: Upon Zyra's death, her Vine Lashers strike their most recent target or the nearest enemy champion with the least health if their target wasn't a champion for minor
minor true damage and slowing by 40% for 3 seconds.

Thorn Spitters: When Zyra fires the Vengeful Thorn, her Thorn Spitters fire with her towards her cursor, dealing minor true damage to all enemy champions struck along the way.

Notes: The idea is that now Zyra will want to at least spawn as many plants as she can before she falls and will want to place them in the best spots so that her Thorn Spitters can hit the most people and so that her vine lashers will hit her intended victims. I think this would add a layer of depth to how you play Zyra. Focusing more on creating as many plants as possible and in key locations. It would also matter what kinds of plants she spawns. Do you want more reliable instant strikes before your target can react that also help set up for the finisher with Vengeful Thorn or do you want the ability to hit many more foes for a lot more damage with your thorn if you can hit it? Of course the thorn's damage would have to be reduced a bit. As for the damage her plants do, I was thinking just the base damage of her plants minus the AP scaling. The concept of multiple plants striking the same target dealing less damage could stay or go depending on how strong the changes would be.

The thing is the way zyra uses her plants right now is rather trivial,she uses q/e to hit a champion,then w to augment it,she's not going to use them any differently if she's about to die,this is a lot of work to buff her passive,which I'm actually one of the few that would argue that it's fine as is(Putting more strength into her death passive means she is supposed to die(like karthus),is that really what she is supposed to do? wouldn't you prefer extra power to be placed right about anywhere else?).

Q: Deadly Bloom

I had a small idea that could change this to function like a trap, but I'd take it or leave it. Essentially if there wasn't a champion on top of the aoe when it was created it wouldn't trigger and instead would remain there for up to 30 seconds. This means that it wouldn't function differently if you dropped it on a champion's feet as it already has a delay. With a very small reduction to that delay time to make up for the game having to process whether or not there's a champion within it there wouldn't be a difference but it would also have another use. The blooms would be visible to all champions, but could still be hidden in brush until warded or face checked. There would be a limit of 3 Deadly Blooms out at once and they would work like Bard's shrines in that you couldn't drop one on top of another. Once an enemy champion walks within range it would pop and do the damage after a slightly longer delay to give foes more time to react to having stepped on it. This would also be how you could disarm it. Right clicking on the bud while in cast range or auto attacking another hostile or neutral unit in the zone would also trigger it so it can still be used to farm, don't worry!

What's the purpose of giving it the ability to be a trap? AmBUSHES and zoning. Zyra's the plant lady who talks to trees. Her friends are all around. I feel like this change would give her the sense of being everywhere that could fit with the kind of character she is. Having a looming bloom sitting in the middle of the lane would also keep some enemies away from there. The most interestng use would be setting up ambushes where you leave a Deadly Bloom and a seed or two on top of it in the bush while in lane. You would still have the option to have up to two traps in lane or just be using Q as you are now with your trap in he bush. Once a jungler comes to gank or someone tries to diffuse it they'll have a chance to get hit with the bloom and a 100% chance of spawning a plant on their face.

The issue is that the delay on her q is rather big,if you want the delay on her traps to be longer,people will mostly avoid them without even trying to,she also can't really afford to place w for traps,honestly I think this change is mostly a lot of words to read,a lot of mechanics to understand,a lot of work for riot but ultimately having very little use.

W: Rampant Growth

I only have one real change here and it's to the passive cooldown reduction. As a support you're likely to at least reach the cdr cap and more likely to go over it with this passive. The change I propose is to grant Zyra a way to reduce her basic skills' cooldowns in a way that doesn't involve the cd4 stat. The idea is that the cooldown of her skills would be reduced by a percentage for every seed they turn into a plant.

That's a huge buff as it's basically the way she always uses her plants.

For instance, if at max level this passive reduced the cooldown of Q and E by 10% for every plant they grow you could get 40% cdr for setting up four seeds before using a skill to grow them.

You need to understand that zyra trying to preemptively place traps is almost always just a bad choice,her abilities are delayed making them very easy to step on first,the cooldown on her w is large and they remain only for a short period of time(30 seconds),it's just not worth doing and this change won't change that.

Alternatively you could spread out your seeds and use one on your Q and one on your E in combat to reduce both skills recharges by 20%. This way you're rewarded for using your seeds and greatly rewarded for taking time to set up 4 seeds which noone ever does.This would give you a reason to place down your seeds in a strategic spot and then drop your skills when the time is right instead of dropping them in your skills' paths all willy nilly.This would stack with your regular cdr meaning you could get up to 80% cdr (if you had 40% cdr) on either Q or E for taking the time and the risk of sowing your seeds in one spot. This alsi means that all of your skills and especially your ult don't just passivly have shorter recharges. Jt means that with skill you can double cast one of your basic skills or reduce the reset time on your combo durastically. Other than that the seeds, seed restock timer, and number of seeds active/stored are exactly the same.

It still won't be worth doing.

Any thoughts or suggestions? I'd love to hear your feedback on my proposed changes!Zyra

Making long complex changes is a lot of fun to think of,but it's something which is unlikely to get implemented,(both due to the fact it's hard to implement,easy to misjudge its effects,and well...most people won't bother reading it)

Also when suggesting to make changes to a champion,first of all think what are the problems of that champion,thematic changes are nice and all but fixing gameplay problems is much more important,after you've thought of those problems,think of what changes can specifically help with those problems,bonus points if the changes are thematic.

P.S: I wouldn't call these "small suggestions"

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