@Riot, Can we talk about Rek'Sai?
So, ever since her release, Rek'Sai has seen nerf after nerf. Despite this, she's still seen regular use in pro games, which means she clearly isn't bad, but even by Riot's own admission, she isn't very satisfying right now. Quoting from the 5.17 patch notes:
> We’re interested in finding ways to shift power around to make Rek’Sai feel more visceral, but for the moment pulling this makes her less powerful when it comes to skirmishing again and again where she’s already way ahead of the pack.
So I thought maybe we could have a discussion about ways to make Rek'Sai feel more visceral, so that she feels more satisfying to play.
First, I wanna mention the good. Building a network of tunnels and using them to zoom across the map is incredibly fun, as is stalking someone with tremor sense. Unfortunately, both of these cool, unique features tend to become irrelevant the moment she goes into combat. When she first came out, she was advertised as being a more mobile type of fighter, who exchanged damage and survivability in exchange for being more mobile than most fighters. The problem is that, any team that's got even the slightest clue what they're doing is not going to start a fight anywhere where she's got tunnels set up in advance, and the CD is too long to use more than once in combat, especially since going back underground to use it drains all your fury and reduces the damage of your only hard hitting skill in the process. So her mobility really only applies outside of combat, which leaves her feeling very lackluster in a fight. If she tries to build damage, she's about as tanky as a wet paper towel and dies before she can dish it out. If she builds tanky, she does almost no damage at all and is forced to just keep going up and down up and down hoping to knock people up as much as she can.
So if we're talking about making her more satisfying, let's start by figuring out what type of fighter she's supposed to be. With the juggernaut rework, red posts have divided tanky champs into general, rough categories of juggernauts, divers, and tanks. Which one of these is supposed to describe Rek'Sai?
The following are just a few ideas off the top of my head that could possibly help make her feel better to use.
Is she a tank? Maybe stacking CDR can reduce the amount of time she has to wait before she can knock somebody up again. Afterall, most tanks want CDR because it lets them spam their CC as often as possible, but Rek'Sai is one of the few champs whose only CC skill does not get better no matter how much of it she gets.
Is she a diver? Maybe make it so her knock up only affects one target instead of being aoe, but in exchange her tunnel travels faster and/or can't be interrupted anymore, allowing her to actually get onto the priority target instead of using her one tunnel per combat and just getting knocked out of it by an enemy frontliner midway through.
Is she a juggernaut? From the reworks, it seems like the idea with juggernauts is they have long ramp up times that eventually end with them just murdering everyone if they've been ignored too long. So maybe you can increase the AD ratio on her E when she has maximum fury, to make her more threatening if she stays in combat for a prolonged period of time without being dealt with. Especially since her nerf in 5.17 just made it harder for her to get max fury in the first place, it would be nice to at least have some extra reward for getting there.
I'm just spitballing here and tossing out some ideas. Rek'Sai is a really cool monster shark lady and is so fun when she's running around the map, I just wish she was more fun once she actually got to her destination.