Kha'Zix: Changes to the Evolutions
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It's time to talk about our favorite Pokèmon jungler in the league.
The point of this thread is get a little bit of a brainstorming session to change evolutions, and give more value and interesting choices to make for Kha'Zix.
So i'd start saying that the evolutions should not feel mandatory in any order, they should be meaningful choices that you make adapting to any given situation/game. WHat i mean by saying that? i mean that right now Kha'Zix will never work optimally without evolving his wings for resets and longer jumps. But that isn't right, you should not feel forced to evolve that particular ability just because "its that good". Kha'Zix is an avolving void monster, as the term itself says, evolving is all about adapting.
So now that we cleared that part let's move on to a machanic that i feel is underdeveloped on Kha'Zix: the Isolation mechanic. Right now it's kinda meh (you dals tons of dmg to isolate target, but it doesn't feel very good overall). I would probably say that we should integrate the isolation mechanic more into the evolved abilities. ( You have to imagine the changes i'm writing down here in a balanced context, don't add just this changes to the Kha'Zix we have on live right now)
So let's start: • First of all the reset mechanic on the E should be in his normal E by default, it's just how Kha Zix should work, and it doesn't make any sense to have an evolution for it.
Q: When evolved your Q does more damage, your autoattacks against isolated target gain an additional + X range (dunno precisly, still melee, but more range since your claws grow so big)
W: When evolved your W gains much longer range and will heal you even while not in melee range. Hitting an isolated target with your W will grant you vision of that target for 5 seconds. (This also mean no more 3 spikes, it doesnt divide anymore, now it's a thin long skillshot)
E: When evolved, your E gains much longer range, if you hit an isolated target with your E you'll gain + 30% movespees for 1.5 seconds.
R: Evolved R is unchanged.
So what is the point of all of this? As you an see the evolutions works a little bit differently, and they are designed to give Kha'Zix the tools to do what he does best (assasinations) but in different ways (depending on the situations you are in, you might choose different evolutions). I also think that these changes reinforce his fantasy quite a bit.
Ill explain briefly the reasoning behind the evolutions: Q: This is pretty much direct Execute damage for assassination, If you think you can snowball out of controll by playing like a god, you might choose this evo at lvl 6. It's harder to pull off because you don't get the added benefits of the other evolutions, but if you manage to do it it will feel good.
W: This is for more sustain and little bit of utility. IF you find yourself really behind in a game, or if you can't find suitable gank paths you might just as well evolve this first at 6. The healing from afar is nice, and the hitting someone isolated grant team vision on him for 5, allowing your team to capitalize if you can't.
E: This is for the SUPRISE MDFKAAAAAAA gank. Joking aside the longer range allows you more mobility and more potent ganks, if you think you can catch by surprise the enemy i would evolve this thing first. Hitting an isolated target also gives you a little bit of more chasing potential.
So tell me what you think about this stuff, and if you have more opinions or conructive criticism don't be afraid of writing it down.
Thanks