ARCANE RUNE POWER!!! [Ryze Rework Concept]
I don't think Ryze's power fantasy has ever been brought to light in any of his 5 billion reworks (actually number of reworks, do not question) and every rework has been trying to have a mana-scaling machine gun mage thing work out and at the same time never trying to be bold with him and see what else can be done under his powerful arcane rune theme that he has.
Whenever I tried a machine-gun mana mage rework concept before, it never seems to be well received (granted there is no feedback so I don't know it is simply backlash against talking about Ryze at all or people actually read the post [which I highly doubt they read anything past the title]). So I am going to try the complete opposite and go for a hard hitting spell caster, it would make Ryze feel a lot more like a traditional immobile mage, but there is nothing wrong with that.
There are two elements that can go in play with this:
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We could have Ryze's abilities cost % max mana (so cannot cast the spell if the % is too low) and scale with only mana ratios and have the mana costs go down with ability power. This creates a mana scaling mage that is not broken by reversing the power and resource around, mana for the damage and possible utility scaling and ability power for the resource gathering to fire off more spells.
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We could have Ryze with a passive that is about roaming the map and collecting runes for power, basically a slightly different version of Bard's chime collection. This works out for a mid laner since they have the most freedom to roam the map, this will mean he will need a way to quickly kill waves in order to roam and collect runes.
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A combination of both roaming rune collection and reversing the function of mana and ability power.
In terms of gameplay. I want his kit to feel simple, but has a ton of skill expression in it so that new players, bad players, veteran players, those that main Ryze, and pro players all have something that they can utilize to play Ryze without being broken in any skill bracket and terrible in another. ~ Skill Expression: This is a term used that allows one player to play a champion differently than another, it does not have to mean the champion requires a bunch of skill in order to just play as. This also allows room for highly skilled players to adapt to situations on the fly and use their abilities in different ways based on the situation.
NOTE: Rune spawn rate is pretty similar, maybe slightly higher, than Bard's chimes.
Mana: Extremely Low
Rune Hunter (Passive):
Ryze roams the world in search of Runes, to prevent evil from obtaining them!
Runes will randomly spawn around the map, when Ryze gets near a Rune he will collect it and permanently grant himself 150 mana and restore 10% of his maximum mana. In addition, dying large enemy units will drop a Rune for 60 seconds.
Occasionally an Ultimate Rune will spawn, remaining in play for up to 60 seconds and the enemy team can see this Ultimate Rune which is worth 4 - 10 [based on level] Runes if Ryze successfully collects it.
Ryze's abilities scale with his maximum mana and his mana costs decrease by 0%(+10% per 100AP).
Arcane Fire (Q):
Cooldown: 8 seconds; Cost: 25% max mana; Range: 1400 / 250 units
Ryze summons down a meteor storm of 4 giant fireballs to the target location 1 every 0.5 second after the first, dealing 30/50/70/90/110(+3%mana) magic damage each. The fireballs scorch the ground afterwards for 2.5 seconds, applying grievous wounds which lingers for 0.5(+0.5 per 100AP)(+0.1 per 999mana) seconds.
Ryze can recast Arcane Fire to redirect the target location.
Arcane Ice (W):
Cooldown: 18/15/12/9/6 seconds; Cost: 15/17.5/20/22.5/25% max mana; Range: 750 / 100/600 units
Ryze summons an ice pillar of impassable terrain for 4 seconds, knocking back and dealing 20/35/50/65/80(+2%mana) magic damage to struck enemies and slowing nearby enemies between 5% to 70/75/80/85/90%, increasing based on how far away the target is from the ice pillar, and grounding enemies within the area.
Arcane Lightning (E):
Cooldown: 4/3.5/3/2.5/2 seconds; Cost: 10% max mana; Range: 1000 / 150 units
Ryze summons down lightning magic to the target location after a brief delay, dealing 40/60/80/100/120(+3%mana) magic damage to struck enemies. If this strikes himself, then Ryze's next basic ability cast deals double damage, but costs 50% more.
Unstable Magic (R):
Range: 700 units
Passive: Ryze contains too much power that he cannot control, unleashing a blast of runic energy around him every 30(-4 per 100AP) seconds (min 5 seconds), dealing 150/180/210(+1%mana) plus 150/200/250% of his current Rune Collection as magic damage to struck enemies. 2 seconds before the blast of runic energy will cause Ryze's tattoos to glow.
Active: 2 seconds before the blast of runic energy will cause Ryze's tattoos to glow. During this time, Ryze can hold off on releasing the energy, but 1% of his max mana drains every second, releasing the energy instantly upon casting Unstable Magic again or having insufficient mana.
If at least one enemy was struck by Unstable Magic then it restores 100/300/500(+200%AP) mana, plus 50% of this value for every enemy champion and epic monster struck.
UPDATE NOTES:
Other: Added in some more AP ratios for quality of life feeling improvements for building AP, none of which are direct damage related.
Rune Hunter: Renamed from Power Hungry Reworked the opening sentence to be more noble and not rogue.
Mana gained increased to 150 from 20 mana Mana restore increased to 10% from 1% Rune spawn rate decreased to be more similar to Bard's chimes, but still slightly higher Ultimate Rune is worth 4 - 10 Runes from 12 - 30
Arcane Fire: Cost decreased to 25% from 30% Damage ratio decreased to 3% from 5% Debuff is now just grievous wounds from a varying reduced healing Ratio is now on the lingering grievous wounds to 0.5(+0.5 per 100AP)(+0.1 per 999mana) from 2 seconds.
Arcane Ice: Cooldown increased to 18/15/12/9/6 from 14/12/10/8/6 seconds Damage ratio decreased to 2% from 4% Duration lowered to 4 from 6 seconds Now grounds enemies within the zone so it feels equal for everyone, making it where it is effective at its job against immobile champions and not useless against those with a dash.
Arcane Lightning: Damage ratio decreased to 3% from 5%
Unstable Magic: Renamed from Forbidden Magic Reworked to an ability that feels like Ryze is not in control of his power and removed the mobility Mana ratio lowered to 1% from 10% Rune ratio increased to 150/200/250% from 100/125/150%
Frequency of effect increases with ability power
Now restores a flat amount of mana that increases with ability power if it damages at least one enemy, and increased amount for damaging enemy champions and epic monsters.