Singed rework idea
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.
on singed just to waveclear or is he now a
user lmao
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.