Theories on immobile mage update

Akenero·1/12/2016, 1:34:39 PM·3 votes·389 views

So i just saw on repetoir's big thread that the immobile mage update will most likely involve a new skill

So im going over what i feel may be the champs with the major work, and their potential new skill Red reply if anything is correct, but no hints!

Anivia-no/little change, but e is now classified fully as a crit, most likely w if anything Brand-im guessing changing his passive to scale by level, and maybe make his interactions more intuitive than "increased damage"

Cassiopeia-One of the mascots, im going to guess her passive will be altered to include her old passive instead of cdr, miasma may be removed, twin fang's interaction with poison become more interesting, and q losing base damage, increasing ratios, and gaining more movespeed to accentuate her "kiting mage" Playstyle.

Galio-may get his passive changed to ap also grants mr

Heimerdinger-turrets could regain their old effects, the magic resist shred and aoe, but lose laser, or his E would gain more obvious use during ult, low chance of change though!

Karthus-q crit is now an ACTUAL crit by all counts, and he can cast spells while channeling requiem when dead, to further his Aoe mage of suicide strength

Lissandra-new passive almost guranteed

Lux-maybe a recast for w, letting you command it's return?

Malzahar-voidling ai, increased combo fluidity, and maybe remove the silence?

Orianna-another mascot, MASSIVE changes to the ball's mechanics, passive change to make it more control oriented than just "free poke tool!" And a major stat update!

Swain-i have no idea, maybe increase # of passive birds bul less healing per bird?

Syndra-major update, as in give her passive a choice by limiting you to only one upgrade+ult, q cooldown is now static so you dont have to max it, and an interactivity on qwe combo, where using e on airborne ball is a knockup, as that Was internally tested purely on w, and did feel good for players, but not against it!

Twisted fate- more useful e, base ad increase, but lower ad/level for sheen

Veigar- base stat updates only

Vel'koz-almost guranteed to be a major update as stated multiple times, but his playstyle WILL be the same thing, just added utility/uniqueness:)

Viktor-augments become more tempting, but have downsides which eventually go away, with q giving massive ms, e being the same, w getting concept a large slowing field around the stun zone, but no implosion and longer cool down?

Xerath-increased ranges, but more reaction time, (and i'm talking q range of t1-t1 turrets, with 1.5 second reaction time; w range from the little bush in river to dragon spawn, 1.25 second reaction, e from center of raptor camp to bramble back(red) but is EVEN SLOWER, r becomes global at max rank, but costs mana each shot)

Ziggs-more aoe boom damage, so you should try to hit opponents indirectly rather than head on, since having a bomb thrown at you, and going boom on you, is less painful than having potential shrapnel hit you in top of that

Wow, big post 0_0 Tell me what you think and how fucking stupid my cass idea is, and cry about my idea to accentuate xerath's magical howitzer feeling

Or, give constructive feedback!

6 Comments

ModThe Djinn1/12/2016, 5:13:54 PM1 votes

In general, I think many of these suggestions miss the mark. Xerath and Ziggs seem the most on-point as far as general direction, as both of your suggestions there actually push them further into their own unique thematic niche.

Your other suggestions don't really accomplish that. They're tweaks to kits, but they don't really serve to emphasize what makes each champion unique -- something that is, I feel, the entire point and purpose of the immobile mage update.