Warwick rework proposal
So today is day 6 of me posting rework proposals. Like I have said before I will keep going until I run out of ideas, or champions I feel need reworks.
I am hoping to generate some feedback of course, and my end goal remains to work at Riot or just as a concept creator in the industry.
With each one of these I make I can already see my style growing and shaping.
http://boards.na.leagueoflegends.com/en/c/gameplay-balance/u7zGynM7-yorick-rework-proposal
http://boards.na.leagueoflegends.com/en/c/gameplay-balance/60g8fy5i-akali-rework-proposal
http://boards.na.leagueoflegends.com/en/c/gameplay-balance/bw6UcNA0-urgot-rework-proposal
http://boards.na.leagueoflegends.com/en/c/gameplay-balance/XrQkFE2j-taric-rework-proposal
http://boards.na.leagueoflegends.com/en/c/gameplay-balance/cIjMu5ci-malphite-rework-proposal
Warwick - The Blood Hunter
Warwick is one of my most memorable champions in the league. Yes playing against him while I was leveling truly terrified me.
Back then I had no idea why he was so powerful. Other than his ultimate you never see him truly do anything.
And that is just it, all of his power lies under the hood. He is essentially a ball of stats that rolls up to you, and if it out stats you it kills you.
He has 2 passives, and 2 main actives other than his ultimate. But its not easy to see either of his 2 active skills. Not to mention their effects are not exactly easy to notice.
Warwick remains a staple jungler for beginers, and a terrifing pressence in the hands of a good player. He is tanky beyond belief, scales insanely well, can instantly hard counter most champions with a single click of his ultimate, and provides a team wide buff that can turn fights over rapidly.
But does he feel like he deserves the title of Blood Hunter?
Well he does have blood scent, which allows him to find low health enemies and chase them. But it also lets the enemy know they have been spotted.
How does that even make sense? Does every champion have the same keen senses as Warwick? Why does he provide vision of his target to himself AND his team?
Gameplay, that is the only reason.
When Warwick was created that was the best mechanic the designers could come up with. But now we have 2 better examples of hunters with cooler more thought out themes that truly feel like a hunter.
Rengar and Rek'sai have unique was to see enemies that also focus their own vision, and dont affect the people they play with or against. So my rework proposal is to get Warwick a bit more thematic and flair, and to make him less of a ball of stats.
Skills -
Passive - Blood Scent - Warwick uses his keen senses to find weakened and bloodied prey. When Warwick senses an enemy below 40% health around him he sees a trail leading towards them, while chasing this trail he is granted bonus movementspeed. If the enemy remains wounded for 5 seconds and Warwick does not attack them within that time he will enter a blind rage losing control of his senses and only be able to see the trail and the weakened enemy until they are dead or he has cooled off. (Cool off time is lowered by level, starts at 60 seconds.)
Ok so huge change here.
One he does not gain vision of his enemies.
Two he does not allow his allies to see this trail, and thus does not grant them vision.
And third he will go into a blind rage and if he cannot attack his target he will need to cool off which can prevent him from jungling or laning as he wont see anyone or anything else.
The last part is meant to make Warwick a true predator with fight or flight instincts. But with his enemies not knowing they are being hunted it can make him all the more frightening.
Q - Hungering Strike - Warwick strikes forward dealing damage to all enemies hit, if an enemy is close enough he will bite them instead dealing damage only to the first enemy and healing himself slightly.
The change here is that its a skillshot, and landing it while at point blank range is a heal while dashing it just does damage but can deal damage to multiple units allowing him faster aoe clear or some aoe teamfight damage.
W - Howling Cry - Warwick lets out a howl slowing enemies in a large area, enemies near Warwick are feared instead.
This change is to allow him to get close to targets, rather than reward him entirely for just auto attacking. The fear will help his jungling, and allow him some crowd control which is the one thing he is missing currently. This will also help take away some of his hidden power and shift it to be visible utility power.
E - Eternal Bloodlust - Warwick always seeks the blood of his enemies so much so that he thirsts for it. Attacking wounded enemies slowly quenches his thirst, once it is fully quenched he may activate this ability to heal himself and grant himself bonus attackspeed. He also Passively increases his sense for blood allowing him to sense wounded victims sooner. (5% health sooner per rank at max he can sense enemies below 65% health.)
The goal here was to give him his attackspeed buff, but only for himself. He also has to work for it, but since he does have to work for it he should get another benefit. With his old passive gone he needed some extra health regen to keep him where he was before or at least close to it.
R - Alpha Dominance - Warwcik establishes his dominance as the Alpha hunter over his enemies by leaping forward and surpressing the first enemy hit, if no target is hit then he leaps back to his starting point and the cooldown is refunded by 50%. Additionally if he kills a unit while surpressing them he inspires his entire team granting bonus movement and attackspeed.
The change into a skillshot for his ultimate will hurt him but also allow a few things. One now its range will be allowed to be longer. Second he can gain more utility on it, and more power on the rest of his kit without feeling overloaded. And third it adds more counterplay to fighting him than just buying quicksilver sash and hoping for the best.