Singed rework idea

Naqel·5/6/2019, 11:06:24 PM·2 votes·1,348 views

Singed kinda sucks in terms of gameplay and he is super low interaction in lane, unless he wants to interact. I had a brain-fart on trying to "fix" this issue, which I would like to share.

Here is a list of problems and "feels bad" that Singed suffers from. Let's start with his most iconic feature, the noxious farts from his backpack: -They aren't fun to deal with when used defensively (aka "don't chase Singed") -They offer him way too much in the way of farming (he can leave just enough of his farts behind to kill minions, and if he's ahead he'll go between turrets to do it to the next wave) -They have limited use offensively (you need to be cutting off the escape route, or the enemy decides to stand in it hoping to kill you before they suffocate)

Next, his ultimate: -It's a boring stat boost. -A lot of Singed's early-game power is tied to it.

Fling: -Very old point'n'click functionality. -Until Singed becomes too fast to outrun, using this is brutally punishing for him. -Unreliable due to enemies being able to move as you approach, requiring very precise movement to "aim" the landing spot.

Passive: -You're either fast enough you don't need it or too slow for it to matter, with little middle ground.

Here is a proposed kit to address those issues:

[P] Noxian Slipstream: Singed deals additional physical damage equal to his Bonus Movement Speed when he attacks an enemy unit. If the target is a champion, he gains an additional 20% of his Bonus Movement Speed for 3 seconds afterwards. Refreshing the effect allows it to stack up to 5 times. 10 second cooldown per target. <-Some added combat power for early trades, and better control over when the bonus is received late-game. Some added "touch everyone" shenanigans to ramp up the threat.

[Q] (New!) Combat Stimulant: Singed gains 20/22.5/25/27.5/30(+0.20 AP) Bonus Movement Speed and Ghosting for 3 seconds. Triggering Noxian Slipstream while Stimulant is active grants a shield that absorbs 60/80/100/120/140(+4% MaxMP) damage for 3 seconds. 12/11/10/9/8 second cooldown. 40/45/50/55/60 mana. <-Gives Singed more agency in approaching his enemies for combat, with a sub-optimal use for getaways. Also interacts with the passive to enable starting without boots.

[W] Mega Adhesive: Unchanged.

[E] Fling: Target an area next to Singed, dealing 100/140/180/220/260(+0.6 AP)(+6% target's MaxHP) magic damage and knocking all enemy units affected in a direction opposite to the casting direction. Enemies that land in Mega Adhesive are rooted temporarily. 22/20/18/16/14 second cooldown. 80/90/100/110/120 mana. <-Taking a page from Thresh's playbook, Fling is now a ground target AoE that can be used to farm thanks to it's high damage, or as a more interactive form of CC.

[R] (New!) Insane Alchemy: Singed activates his deadly toxin dispersal device, using 10(+3% maximum Mana) mana per second to sustain the effect. While the ability is active, Singed creates noxious clouds that grow in size and linger on the battlefield for 5 seconds. Enemies that remain in the clouds take 40/60/80(+0.4 AP)(+5% target's Missing HP) magic damage every second, and half of that amount for 2 seconds after leaving the area. Requires 30% mana to activate. 120/100/80 second cooldown after deactivating. <-By shifting his iconic poison trail into his ultimate, it is allowed to be really powerful, while avoiding most of the related frustration. With other tools to compensate, he also no longer needs the massive stat boosts.

4 Comments

Uncle Saunt5/7/2019, 1:58:01 AM3 votes

No.

Bonipherus5/7/2019, 2:13:24 PM1 votes

So I'm a melee ap champion with no abilities to farm with in lane and who is still horrible vs anyone with an attack which has a range greater than 150 units. Also noticing there is absolutely no all-in potential until I have ult because I'm now supposed to just walk up and fling-auto attack you to death with passive, q, and e. Honestly, his all-in would likely become even WORSE because the ult is based on missing hp, it only lasts 5 seconds, and Singed isn't landing any poke damage with this kit lets be honest here. Any champ could now beat Singed in lane because..

  1. I'm building ap and only have fling to deal ap damage
  2. this q gives my slow ass auto attacks a whopping 22 extra damage for 3 seconds
  3. when I do have ult it only lasts 5 seconds on a champion who requires a much longer time to kill his opponents than others even when building full damage.

You just made Singed, an already ult-reliant champion, the single most ult-reliant champion in the entire game and you even increased the cd early while nerfing the ability's damage by making it last only 5 seconds and halving the damage after they leave the poison.

Am I supposed to build item 3077 on singed just to waveclear or is he now a item 3115 user lmao

Just play Neeko instead. I'd be ranged, increased aa damage and movespeed, I'd have a ranged snare that was also aoe, I'd have more burst and waveclear potential, and my ult would shield me and have a much higher ap ratio and kill threat. Oh, I also get a clone to outplay opponents and the ability to change my appearance into any one of my allies.

See how much worse you made Singed compared to just Neeko

Diabetes Hamster5/7/2019, 3:15:37 PM1 votes

I can tell you put a lot of time and thought into this rework and I respect that but as a 350k mastery Singed I think this is a very bad idea. Ill go over your "feels bad" points since Bonipherus already commented on your rework.

Let's start with his most iconic feature, the noxious farts from his backpack: -They aren't fun to deal with when used defensively (aka "don't chase Singed")

I'm sorry it isn't fun to deal with but thats the point right? Thats what makes Singed strong. He can control zones for himself and his allies. Its just how Malphite's Ult isnt fun to deal with but it his main power point.

-They offer him way too much in the way of farming (he can leave just enough of his farts behind to kill minions, and if he's ahead he'll go between turrets to do it to the next wave)

While he can farm quickly, in the early game he has to get right into the wave and near the enemy where he can be punished. If you shove fast but not fast enough you push the lane to where the enemy can freeze it under tower and you can't farm at all without risking tower damage. As for proxying, while it is strong, it comes with the risk of being behind enemy lines.

-They have limited use offensively (you need to be cutting off the escape route, or the enemy decides to stand in it hoping to kill you before they suffocate)

I think the ability to put them in your poison (via fling), keep them there (via mega adhesive) , and limit their movement (via Rylais) gives you a lot of opportunity to use it offensively.

Next, his ultimate: -It's a boring stat boost. -A lot of Singed's early-game power is tied to it.

I agree with this. His ultimate is boring AF.

Fling: -Very old point'n'click functionality. -Until Singed becomes too fast to outrun, using this is brutally punishing for him. -Unreliable due to enemies being able to move as you approach, requiring very precise movement to "aim" the landing spot.

With Mega Adhesive giving you an AOE 60% slow with Grounding it makes it a lot easier to land flings. Also you can be tricky with your flings, when they chase you into a bush you can use the lack of vision as they approach to turn and fling them and then start running the other way.

Passive: -You're either fast enough you don't need it or too slow for it to matter, with little middle ground.

I mostly agree with this. I mostly use slipstream to get a MS boost when I flip and change directions. I sometimes stack it off my allies for an engage. I think theres room for improvement/changes here.