Idea: How to (Hypothetically) Balance Zoe
So, I've noticed that many people complain about
Zoe. She does too much damage, no counterplay, etc, etc, etc. I personally don't have to lane against her often (I'm a tank support player, so I don't usually get oneshot; when I have to go mid, I lock in Malz, borderline afk farm, and help my team with ult), but I've thought of some changes that could be made to Zoe to make her less "OP", "broken", and just plain "too much".
First up, Zoe's Q Instead of her Q dealing more damage the farther range it goes, maybe have the damage increase by a certain percent WHEN SHE REDIRECTS THE STAR. So (making up numbers here) let's say she hits you with a point blank Q, without redirecting the star. It does 100 magic damage. But when she launches Q and redirects it before hitting you, it deals 20/30/40/50/60% (based on rank in Q) more damage REGARDLESS OF RANGE. So, at minimum rank for this example, the redirected Q would do 120 magic damage, and at max rank 160 magic damage (again, made up numbers just for the example's sake).
Personally, I'm not sure if her Q is the main problem, but if it worked like this (with some number changes in between maybe) it would maybe be a bit less ridiculous. The main thing that DEFINITELY would need to be addressed is her W.
Zoe's W To begin, make her W cooldown as long as a Summoner Spell. Maybe 210 second cooldown or 180 seconds, or maybe even 300 seconds. This next part is harsh, I know, but maybe make her W cooldown unable to be reduced. PERIOD. No matter what runes, or items, or buffs from whatever epic monster, make her W cooldown unable to be reduced.
Another thing that I believe is less harsh for Zoe: make it so that Zoe cannot collect spell shards for summoner spells that she currently has or has used in the past 15 seconds. So, if you
Flash in lane against Zoe, but she already has her
Flash up, she cannot collect the Flash spell shard. So, NO MORE DOUBLE
FLASHES,
IGNITES, OR ANYTHING LIKE THAT. This is mainly to get rid of Zoe's classic "oneshot you from a screen away, teeheehee" strategy. I don't play mid often, but I think that an ARTILLERY BURST MAGE, that you would NORMALLY have to play safer on, and work on positioning, being able to FLASH AROUND THE FIELD 5 TIMES is a bit too much. It's time that Zoe stop being Zoe and start being a less mobile ranged mage, like the rest.
Anyway, these are my thoughts on how Zoe could be (possibly) balanced. Maybe change her Q a bit and TAKE AWAY HER RIDICULOUS AMOUNT OF MOBILITY that other ranged mages simply do not have. Am I wrong about this? Probably. I don't play squishy mages often, I don't play assassins, I don't go mid unless I absolutely HAVE to. But the way I see it, Zoe is an artillery burst mage, so like other artillery mages, like
Vel'Koz and
Xerath, or other burst mages, like
Syndra and
Veigar, she absolutely CANNOT be that mobile.
To anyone who took the time to read this, thank you. More insight is welcome, since I'm not a mid lane player.