Best incentive for Ekko to buy damage, would be if he wasn't be able to indefinitely stick to enemy
Just think about it, damage Ekko doesn't need half of stuff he has in his kit, because he kills people faster than they notice they are permaslowed.
Just think about it, damage Ekko doesn't need half of stuff he has in his kit, because he kills people faster than they notice they are permaslowed.
That's if you are assassin Ekko. I feel that tank Ekko abuses this slow from the passive to continuously stick to the target. If they removed it it wouldn't really affect assassin since he is supposed to delete you anyway, but it would push people away from tank.
That's if you are assassin Ekko. I feel that tank Ekko abuses this slow from the passive to continuously stick to the target. If they removed it it wouldn't really affect assassin since he is supposed to delete you anyway, but it would push people away from tank.
not quite. the idea is there, but if ekko can ever kill you with his basic noob combo of E > Q > auto you are basically in a heap of trouble balance wise.
currently on live, ekko needs about 3 items before he can do that and that is if he goes a very squishy build with lich bane and dcap being two of his first 3 items.
what ekko honestly needs is a mini rework. I'm not entirely sure what he can do, but maybe make his ult be up more frequently, but not heal him. maybe it even still deals damage, but he can control where in the past 4 seconds he ends up based on where he hovers his mouse. like the trail stays there or something. right now, as long as his passive is so much movement utility, his W is a stun field, and his ult heals him he will always be viable as a bruiser if not better.
[{quoted}](name=Cute Boosted ADC,realm=NA,application-id=3ErqAdtq,discussion-id=xW5WaYK4,comment-id=00020000,timestamp=2016-08-31T05:05:46.001+0000) what ekko honestly needs is a mini rework. I'm not entirely sure what he can do, but maybe make his ult be up more frequently, but not heal him. maybe it even still deals damage, but he can control where in the past 4 seconds he ends up based on where he hovers his mouse. like the trail stays there or something.
I'm sure I would end up being angry about it when an Ekko used it well against me, but that would be really really cool. Do you think you would need some kind of indicator for how much health he had at different points?
Well, yeah, that's OP's point.
A less sticky Ekko means tank builds are not as disruptive while not impacting damage builds that much since these builds rely on blowing someone up more than staying in their face.
He's saying nerfing his stickiness would make it less worthwhile to go tank as he'd become kite-able.
I've already suggested that they either remove the slow from his passive but keep the move speed or the other way around because having both on a champ like Ekko makes it so you really can't escape from him if he lands a single q
The slow makes him a better tank as that benefits the entire team, however, the speed up makes his assassin playstyle much better as it helps him do more damage rather than his whole team.
Ok then if we were to keep his assassin play style, we should just remove the heavy slow from his passive but keep his movespeed
Riot should make up their minds on what Ekko is. If they decide they absolutely want him to be an assassin, remove the ult heal. If they want him as a bruiser, cut down the CC. If they want him a tank, butcher his damage.
That style of healing on his ultimate is best on squishies, though. It basically gives the user the ability to increase their health pool by a percentage by undoing damage dealt to them - which means on someone with bulk, they'll almost always get a chance to use it due to not being able to be bursted and will reap a ton of health out of it due to having such a large health pool before using it. Squishies, however, have no such boons, making it a potentially strong defensive steroid that the enemy team can still play around with silence and / or bursts, while still keeping it in check because, well, 20% of 1200 health is still only 240 health.
There's a reason most squishies don't have massive heals and untargetability in one spell. Not to mention the ungodly scaling.
That's true.
The squishies that have these types of spells usually have the even more massive 100% damage taken heal and only sometimes the untargetability.
Ekko's damage needs to be absolutely gutted. He is probably the safest champ in the game and doesn't give up anything for it.
Yep, I agree.
Ekko's utility (both cc and mobility) makes him a really sticky fighter that can keep dpsing you with his base stats (his W passive and his innate), while also being extremely safe because of his ult.
His squishiness should be one of his weaknesses, but if he builds
into tank items it is nullified.
Don't forget 
He doesn't really build that anymore.
He absolutely would if Trinity force wasn't buffed.
That's why I said "He doesn't really build that anymore".
Yeah his indefinite chasing potential and his generally low downtime on EQ makes him too viable as a tank, the movement speed from his passive should allow him to hit 'n run, not just run next to someone pummeling them over and over lol
Make him feast or famine? Dependent on his Q-E oneshot Combo? brilliant!
Honestly as an ekko player i'd say that the slow from his passive can be removed. It's one of the main reasons tank ekko excels because he can keep you slowed and dps you down with autos and sheen procs. Remove the slow, and potentially increase the slow on his Q along with his Q AP ratio.
Even AP Ekko doesn't need all of those slows...
It can be removed entirely from the gameplay pattern. No compensation. He already has an extremely short CD on his Q, along with a large AoE slow that stuns, which you can use to force their movement or stun them; their choice. Does he really need a spammable 3 hit MS slow when he already gets a massive MS boost off of proccing it? Right now he's a better Diana in every way.
If AP Ekko is too weak without that slow, it shows much deeper issues with the kit. He'll likely be considered in need of a rework at some point.
Just saying, Diana doesn't need to wait 4 seconds to get her early game burst in position.
But at the same time she can't do it as soon as level 3.
I'm 100% sure with a different passive entirely (no speedups, no chunk of burst damage every proc), and maybe killing the %hp damage on his W, he would never be played as a tank again. Similar to how Fizz stopped going tank (or an attempt to fight it); when they made his ult only apply to magic damage and nerfed his %hp damage.
As a further notion, they could make his ult deal a low set of heal and damage UNLESS he builds AP. Like...Make the healing % scale on AP as well and whatnot.
lol
buff the speed boost remove the slow?
If his slows are removed it'll be hard for damage Ekko to even get the 2nd damage proc of his Q.
[{quoted}](name=Witch Of Babylon,realm=NA,application-id=3ErqAdtq,discussion-id=xW5WaYK4,comment-id=0008,timestamp=2016-08-31T13:53:32.164+0000)
If his slows are removed it'll be hard for damage Ekko to even get the 2nd damage proc of his Q.
Use E aside?
Back to the main topic I agree it's very unclear on how Ekko should be played. He was designed as a full AP assassin mid, which he can do quite well with q/r/e one shot burst - but stats prove it, he's way better at top with grasp/triforce. His kit is so versatile you can literally build anything and still do well. I got my first penta on him with a on-hit/as build (wtf?)
The problem is Tankko. Imo, AP Ekko is balanced. He has a lot of damage which is quite hard to pull off, some conditional CC at the cost of either your flash, your ult or zhonya, which are really important to keep in a fight. Now Tankko can just W in their backline, E in, lose no HP at all and chunk a good part of the enemy's health bar. And if you're about to die? Ult back.
I agree. Remove the slow on his passive and maybe make the MS buff scale with AP as a buff. This way he can stick to targets or escape better as long as he doesn't get CCed. CC should counter assassins, but when the assassin has more CC than you, well....
He still has a slow on his Q. So he still can go in and hurt them, go out and then go in again.
Yea, the slow on his passive could get reduced alot, and the W doesn't need a slow at all, which would allow to add some power that is more usable for assasin-ekko to the kit. Or masteries need a rework, as they just add to much free damage. With out fervor/grasp, Ekko really doesn't have a lot sustained damage unless he goes ap. It's just his natural stickiness combined with the high AA-dps from Fervor+trinity, and even then he relies on getting ahead to be more than a nuisance. He's annoying to face because slipery+tanky is a frusrsiting combination, but he's not really op.
I think they should nerf either the slow or the speed up
the hate towards some champs is mobility....
I only go dmg ekko except when i go ekko support then i go full tank, i don't do that OP bull shit
Ekko has some of the best mobility in the game: an excellent speed boost on his passive, a gapcloser on his E that can go through terrain, and an ultimate which can bring him to safety or be used in place of teleport. He's also incredibly hard to catch with all of this in conjunction with the slow on his Q and the slow/stun on his W.
I love Ekko but something needs to be removed because all of this makes him incredibly frustrating to play against, especially when he's built tanky and can still dish out a lot of damage.