Missing the Tree for the Forest: A Maokai Discussion
Hey all, as a long time player who enjoys playing tank junglers and an aspiring game designer, I wanted to start a discussion on why I think Maokai is a good candidate for a gameplay update. While it may seem like tank junglers in general are doing badly, I think Maokai is used as the flagship for that because he's particularly unsatisfying.
As we discuss, let's try to be mindful of a few things:
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Other players may have different experienecs and perceptions of Maokai's role and position in the meta--and that's ok! We're having this discussion so that -everyone- can be represented.
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Mentioning something here doesn't mean it will happen, and conversely requesting something not be changed doesn't necessarily mean it's immune to tweaks. Playtesting may provide Riot some insights that they would want to act upon, and it would be impractical to require that they share that on the forums every time.
Archetype and Thematic
Since gameplay updates are about archetype and thematic fits (not power levels), I'd like to start this discussion by talking about how Maokai's current archetype and thematic are already understood by players. By discussing the aspects of Maokai's thematics and archetype here we can mention the parts we find important to Maokai's character, so that they're less likely to be overlooked during the rework process.
In my opinion, Maokai's thematic is that of the vengeful force of nature. There's a little bit of the contemplation of life and a lot of "Tremble and beware, ye puny champions, for you know not what you disturb!". Yet, at the same time, the scariness that Maokai is supposed to represent should not be centered on the champion himself, but from his zone of control, his environment. A well played Maokai should feel like he always knows what's going on in his jungle (E) and that he can reach (W) and put a stop to almost everything (R + Q).
Gameplay
Back when Maokai was released, his niche was being like 1 of 5 champions with the "capable of jungling" attribute. Now that the jungle has been opened up (which is awesome), Maokai may need some help sticking out of the crowd.
Even though Maokai's iconic for Sapling Toss (E), or even Vengeful Maelstrom (R), you don't max out either of those first. Instead you max Arcane Smash (Q), which is probably Maokai's least remarkable ability. I've seen this dissonance throw off many a new Maokai player, and I think it contributes to not feeling like the kit is cohesive.
Suggestion
With that in mind, here's my suggestion of how to change Maokai's kit to address this:
Q: Arcane Smash
Maokai releases a magical shockwave from his position, dealing magic damage and knocking back nearby enemies.
So instead of knocking back nearby enemies and slowing everyone else, this ability now knocks back everyone in an area around Maokai (a mini Xin ult).
The width and travelspeed of the old projectile more or less removed the skillshot aspects of this ability. While the removal of the slow makes it a little less reliable, the addition of a more usable knock back effect opens up opportunites for more skill expression and interaction.
W: Twisted Advance
Maokai dissolves into a cloud of arcane energies, becoming untargetable. He regrows near a target enemy, dealing damage and rooting it in place.
It's always been a little confusing whether this ability was intended to have untargetability or not, some ability text errata mention it, and others don't. Personally, despite it looking weird on a tank I think it's a good addition, giving Maokai another option to survive and maneuver teamfights. I think it's less likely to cause frustration (compared to Fizz or Vlad) because it's a fairly short duration that also (usually) deposits you next to the enemy champions. Besides, most people think it does this now anyway and don't seem to have a problem with it. :P
It should also be noted that the damage on this ability is incredibly hard to appreciate (the snare and gap closer are always going to be more visceral), so that's a good place for compensation nerfs.
E: Sapling Toss
Maokai flings a sapling that deals magic damage in an area and slows on impact. The sapling then grants vision of the nearby area until it spots an enemy, which it then attacks with a slowing arcane blast.
This is where the slow on Q went. The rational behind this is that the interaction that was intended to be present with this ability really drops off quickly as opponent champions stop caring about taking 80 magic damage more than compromising their positioning. I also like this because it raises the stakes of trying to land the sapling while chasing an opponent, but gives them the opportunity to escape by evading it.
Also, is it just me, or do Elise's Volatile Spiderlings feel more reliable than the saplings?
Innate: Sap Magic
Each time a spell is cast near Maokai he draws energy from it, gaining a charge of Magical Sap. When Maokai has 5 charges his next basic attack heals him for 7% of his max HP.
R: Vengeful Maelstrom
Maokai shields his allies by drawing power from hostile spells and attacks, reducing non-tower damage done to allied champions in the area. When Maokai ends the effect, he unleashes the absorbed energy to deal damage to enemies within the vortex.
Aside from numbers tweaks, these abilities seem to be pulling their weight mechanically. If you really wanted to buff them, I would probably make the amount Sap Magic heals scale with level and increase the range on Vengeful Maelstrom, but it's probably unnecessary. I would like to note that it'd be awesome for the swirly thing in the middle of Maokai's ult to grow as the ult stores more damage.
TLDR: Maokai's kit has this weird dissonance in it, his thematic tie-ins are fairly weak, and he's in a somewhat awkward place in terms of lore, so it seems like Maokai is a strong candidate for some attention.