Riot was okay with Maokai moving to the top lane...
But when zac tries
Rito why u h8 zac
Summary: Zac's chunk drops are now more contestable by opponents.
Context: When we first designed Zac, our initial concern was that his chunks would be difficult for Zac players to use if we didn't stack the variables in his favor. So we coded the chunks so Zac would absorb them even when his enemies were closer and should have been able to crush the chunks. Then we launched Zac, who in turn launched himself straight into the “awesome” category over multiple levels of League play. We’re still balancing Zac out, but these changes should give Zac's opponents a fair and equal chance to stomp out the chunks in lane and stop the green goo champ from sustaining so effectively.
Cell Division Adjusted passive chunk drops to be more contestable by enemies If an enemy champion is within 1000 units of Zac, his chunks will spawn in a contestable zone between him and his opponent (this isn’t a change, but is listed for clarification) Increased the range at which champions cause chunks to be contestable (fly away from Zac) to 1000 (from 700) Slightly increased the distance contestable chunks travel from Zac Chunks are now credited to whoever is closest to them in the event that both Zac and an enemy champion are present (rather than automatically going to Zac) Reduced chunk invulnerability time to 0.25 seconds (from 0.75) Chunk invulnerability now applies to both Zac and enemies (previously only applied to enemies – Zac now has to wait 0.25 seconds before he can absorb his chunks) Zac now has an increased chunk pickup range and bypasses the chunk invulnerability delay timer during Let's Bounce Elastic Slingshot Fixed a bug where the landing point visual effect was not appearing for enemies v3.10a Summary: Zac's passive healing blobs will now be harder to pick up for both him and his opponents. Additionally, Zac’s ult no longer grants him Tenacity while active.
Context: Previously, Zac’s pickup range was so large he would sometimes regain health from his blobs even if he stood still after using an ability. The blob radius change creates more potential counterplay in lane, since Zac and his opponents now have to specifically move to blobs to regain or deny health. The tenacity portion of Let’s Bounce has removed to allow for more gameplay in fights, notably by giving enemies the chance to lock Zac down while protecting vulnerable targets.
Cell Division Blob absorption and squish radius reduced to 25 (from 100) Let's Bounce No longer grants tenacity Fixed the tooltip to state that Zac removes all slows affecting him upon activation v3.10
Elastic Slingshot Damage reduced to 80/120/160/200/240 from 80/130/180/230/280 v3.09
Elastic Slingshot Fixed a bug where aiming could preemptively break the targets' spell shields v3.07 For all of the utility and sustain he brings, Zac was just a little too strong across the board. These changes should tone him down in places where he had excessive power – reducing the burst power of his ultimate and his already unusually high sustain from bloblets.
Base Health Regen reduced to 7.0 from 12.5 Let's Bounce! Damage reduced to 140 / 210 / 280 from 160 / 240 / 320 Fixed a bug where Let's Bounce! was applying a 0.25 Ability Power ratio on every bounce rather than 0.4 on the first bounce, halved on subsequent bounces Tenacity reduced to 50% from 75%