Zoe E change / rework

Emerald Fang··3 votes·668 views

Zoe launches a bubble in the direction of her cursor, stopping at the first enemy hit. (No initial damage)

If it hits an enemy champion, they will, after becoming Drowsy for 1 second, take 80/120/160/200/240 (+50% AP) magic damage and fall asleep for 2 seconds.

Any attacks or abilities on a sleeping champion will deal 25/30/35/40/45% bonus true damage, tripling if Zoe inflicts this damage.

NEW: Limited: True damage dealt cannot exceed 15 (+2.5% per 100 AP)% of the champion's maximum health.

NEW: If champions are not damaged while sleeping, upon waking up they will become invulnerable for 0.75 seconds.

If it hits nothing, it will explode on the floor after 0.75 seconds (radius 400) and create a "shimmer zone" for 1.5 seconds, where any enemy champion or minion that enters falls asleep. NEW: If the bubble explodes on both a minion and champion at the same time, the champion will be targeted. REMOVED: No longer lingers as a trap.

If Zoe kills a sleeping champion, Sleepy Trouble Bubble's cooldown will be reduced by 70%.

Range: 600 Projectile speed: 800 -CHANGED: If Sleepy Trouble Bubble passes through terrain, the range will be increased by up to 70% based on the thickness of the terrain, but the projectile speed will be slowed by 30% and Zoe and the surrounding area will be revealed.

Cooldown: 15/14/13/12/11 seconds

So, Zoe's bubble is less oppressive and harder to hit now. However, if you are hit by the bubble expect to take very large damage. The cap on damage, like the old cap, is meant to limit the ridiculous damage Zoe can inflict, BUT changing it to max health means tanks are more subject to the pain (whereas they could usually shrug it off since the true damage wasn't exceedingly high). Finally, the invulnerability gives you a window to escape just in case Zoe messes up. This makes her combo much more crucial to land, increasing her skill cap while keeping her damage there.

Leave feedback; I am always open to it!

5 Comments

Shadowphoenix1 votes

I don't think the invulnerability is necessary. If they don't get damaged I don't think there would still be such a need for something like that. They are either going to get hurt, or not, and the short bit of invulnerability isn't going to offer anything out of it.

Now, about removing the lingering trap. I think removing that is a very bad idea. The point of her E is to make it easier to hit her Q. Having the E linger as a trap means that you don't have to put so much effort into just setting up the conditions to hit your more important skill shot. The trap removes an area that the enemy can move in, which gives Zoe less space to have to predict the enemy in.

I have thought about how to change Zoe's E as well, and with what I just said in mind I have an idea to make it less op while keeping the lingering trap.

What if it was changed so that if you shoot the bubble through a wall the lingering trap would have a smaller radius, and the sleep part is reduced to 1 second? If you take out the part of the bubble being able to go through walls it's a pretty fair ability, but the added range, increased ease at hitting the target, and increased difficulty to dodge the bubble by adding this is what makes it too strong in my opinion.

Emerald Fang1 votes

That’s kind of flipping the ability around if it’s punishment for going through a wall. She is meant to hit you through a wall and be like “SURPRISE”! Idk i think about it

Shadowphoenix1 votes

No you are thinking about her E the wrong way. If you think about it the way I thought about it, it makes sense.

Zoe's most important part of her kit is her Q. The balance to her Q is that it's a skill shot that's hard to hit, and becomes harder to hit as you try to make it do more damage. To make it easier on her you add in something that allows you to hit your key ability, and defend yourself when you aren't in a position to set something up (like when you get ganked). Making her E nothing but another skill shot by removing the trap part makes her so much more difficult.

Then, if you decide that removing the trap isn't the way to go you have to ask yourself "What else is making it too strong?", and that's all of the added things to the E that make it too easy to hit unknowing enemies with too little chance for them to escape. You can literally blind fire your E over a wall, hit someone without knowing you were going to, and have so much time to set up your attack that it's just too much. The changes I suggested make it a little less punishing on the opponents when they should deserve it the most, while still allowing it to be effective for her kit.

Emerald Fang1 votes

Hm. I do see your point. I will change and post the changes above. :) Compromise between our ideas.

Made it so if she casts through a wall you will have more time to react to it. I do think Zoe's strength is the ability to catch you by surprise (since her abilities are otherwise relatively easy to dodge) and I wanted to keep that.

Keep in mind the projectile speed of 800 is significantly lower than what it currently is in-game.

Emerald Fang1 votes

CHANGES: CHANGED: If Sleepy Trouble Bubble passes through terrain, the range will be increased by 30-70% based on the thickness of the terrain, but the projectile speed will be slowed by 30% and Zoe and the surrounding area will be revealed. (OLD: If Sleepy Trouble Bubble passes through terrain, the range will be increased by 20-70% based on the thickness of the terrain~~, but the projectile speed will be slowed by 30% and Zoe and the surrounding area will be revealed.~~)

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