Conceptional Minour Changes for Lux
I will say this now. Lux does not need buffs, she needs changes, this means it is not a 1:1 buff or nerf, but a change. What does she need to help her out?
- Help in wave clear, as in consistently one shot the backline minions every game with Lucent Singularity (E).
- Reduce free poke damage. This is a nerf to Lux, but a change needed because E is unavoidable if you instant detonate. Here is the thing, with this nerfed she can get more power elsewhere in her kit, like better combo / all-in potential and help her waveclear out.
- Personally I would like small end changes to make her entire kit play better with each other. This can be done with keeping Lux's abilities the same and just change numbers around, with a new mechanic or two.
- Make Prismatic Barrier (W / Shield) better to use and feel more impactful for the user and less random for the kit. Example: she can get things like a self-only attack speed buff on cast to help proc her passive and an enemy effect where it applies Illumination (Passive) [which means some adjustments to her passive for an additional proc, overall would be a buff because you get another proc] and the interaction of attack speed, shield and the way the ability works all make sense with use this way.
Same kit, small changes. Things that help out Lux and reduce frustrating elements of when playing against Lux slightly. So even though it may not be a 1:1 buff or nerf, overall it helps the Lux player which I feel is the best way to buff a champion is by giving quality of life improvements for the user.
Give feedback and your own ideas as well. This is not a rework or huge gameplay update, just small changes that uses the same ability kit to fix issues when against Lux and help out Lux at the same, plus more skill expression can never be a bad thing.
NOTE: Final Spark (R) would be unchanged, so I am not going to bother listing it here.
Illumination (Passive): Lux's damaging abilities and both passes of Prismatic Barrier against enemies applies Illumination for 6 seconds. Lux's basic attack will detonate Illumination and deal 20 - 100 (+25%AP) bonus magic damage.
Light Binding (Q): 12/11/10/9/8 seconds; Cost: 50/55/60/65/70 mana; Range: 1200 units Lux releases a sphere of light in the target direction, dealing 60/90/120/150/180(+50%AP) magic damage and immobilizing for 2 seconds to the first two enemies struck.
Prismatic Barrier (W): Cooldown: 14/13/12/11/10 seconds; Cost: 60 mana; Range: 1200 units Lux launches her wand in the target direction, granting herself 30/35/40/45/50% bonus attack speed for 6 seconds and 50/60/70/80/90(+30%AP) shield for 3 seconds.
Allied champions gain 50/60/70/80/90(+30%AP) shield for 3 seconds when struck by the wand. The wand then begins to reverse direction and returns to Lux upon reaching at the end of its range, shielding allied champions and Lux again for an additional 50/60/70/80/90(+30%AP) shield and refreshing the duration.
Lucent Singularity (E): Cooldown: 10/9/8/7/6 seconds; Cost: 70/85/100/115/130 mana; Range: 1000 / 350 units 1st Cast: Lux sends an anomaly of twisted light to the target location for 3 seconds, powering up over time and slowing enemies within for 35/40/45/50/55%.
2nd Cast: Lux detonates the twisted light, dealing between 20/30/40/50/60(+20%AP) to 100/150/200/250/300(+100%AP) magic damage based on how long it powered up for, reaching maximum damage after 1.5 seconds.
Yes, Lucent Singularity has less duration, 2 seconds less, but the cooldown now decreases with rank which helps with her wave clear, as well as heat damage, and there is +10% more slow which aids in helping to land her immobilize/snare/root. The ideas here is make her kit all work together better, so her E slow lands the root and the root land the powered up E damage, with attack speed on her W to help apply passive procs and two more passive procs if you E+Q+W+P-attack+P-attack+W+P-attack+E+P-attack allowing for a ridiculous amount of damage when executed well and landing everything.
For the record, Lux is a long range mage, so she can be in the back, shield everyone and then run up to attack for passive procs and run back for the additional shield on everyone, I did 1075 to 1200 range for the shield to help with this. Also less base shield for slightly more AP ratio, since this ability always gets maxed last this ends up being a buff and maxing W ends up really for the cooldown reduction (40%AP total shield seems low to me, so bringing it up to 60%AP total shield makes sense for a good shield value, and slightly more range means the delayed additional shield is a hair longer).
This tones back on her poke damage, but increases her all-in potential when she uses everything together and encourages Lux to be in her attack range a lot more often to properly interact with the enemy. The changes to E will help Lux get through the early game as well and her Q+E combo is stronger, but when used independently is weaker, which is what should happen and reward Lux for skillful play rather than only hitting one of her spells every so often. Also, cooldown buffs helps Lux fish for play making more often. I went with a skill-based buff rather than just buffing Lux, which helps Lux be good and strong, but not oppressive in low elo and not useless in high elo.