[Mini-Rework Concept] Lux, the Lady of Luminosity
Hi there! Today, I am coming to you with some little ideas, rather than total changes of playstyle for certain champion. Today, I will talk about Luxanne, our favorite mad laughter of the game.
http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Lux_0.jpg
So, my concern is Lux's zoning ability. It's clear, that her power is a zoning people out of places Lux doesn't want them to be in, and then dealing massive damage to those who trespass. While it is effective versus non-mobile opponents, tot eh point where you basically cannot dodge her E that has enormous range (bigger than Azir's soldiers range), it is almost completely useless versus mobile opponents. So I wanted to introduce some little changes, that will give just a little more chance to those who have no mobility, but increase her power versus mobile opponents, if used right. ** CURRENT ISSUES
- Zero effectiveness versus mobile opponents;
- Choosing between Xerath and Lux people will usually go Xerath just because he has stun, otherwise their capabilities are practically same.
- While her Ult, E and Q have massive range and give barely any safety (also, recent changes to the shield mechanics), passive requires her to get close to her opponents.
- Her zoning is pretty static and predictable, while I think it should reward for biding the time.
MY SUGGESTIONS
- [P] - Illumination- Passive Stays the same; it currently is fine and rewarding enough for the risk Lux usually takes. Her other kit doesn't pay off though.
- [Q] - Light Binding - Particles rework. Snare increases with the distance skillshot travels. Stops dashes. What I basically think should happen here, is that Lux should be rewarded more for more skilled shots. Meanwhile, the particles on her Q should be more clear - right now they are outdated.
- Particles update - more clear, up-to-date visuals, clearly indicating the hitbox and if it already passed a target.
- New - "True Binding" - Now stops dashes (even the ones that are just being winded-up).
- New - "Travel Time" -
2s root on all ranks-> 1.25-2.5s root depending on how far the skillshot has travelled.
- [W] - Prismatic Barrier - Speed of travel back to Lux increased, delay on the tip of the range a bit increased My belief here is that Lux should have a little more time to reposition with her allies, while decreasing the chance of them just walking out of it on the way back. Besides, shouldn't it return faster anyway, logically?
- "Come here" - Returning speed
1400-> 1800 - "Time to think" - Delay on the tip of the range, where skillshot slows down to start going back, increased slightly (+0.25 secs or something).
- [E] - Lucent Singularity - Cost down on lower levels, damage up lower levels. Radius and slow smaller upon arrival. The longer it is on the ground, the bigger the effects. Arrival point indicator added. What I believe in here is that Lux has too much payoff with basically no investment on her E. The only high cost for her is her mana, but then, it is illogical - she gets punished for using her main power, making her then unable to use her other kit while mana is depleted. I believe, to give her non-mobile opponents a chance to avoid tons of damage with no range/radius indicator (or arrival point indicator, too!). so I give Lux some early strength on damage, but only if she manages to land her E. Still saving her zoning power though, if not even increasing it.
- New - "Expanding Singularity" - Radius:
350-> 200-450, increasing over 3 seconds. - New - "Expansion means Empowerment" - Slow:
20/24/28/32/36%-> 20-40%, increasing over 3 seconds. - New - "Landing Point" - Places a light indicator on the point of arrival.
- Cost:
70/85/100/115/130->50/70/90/110/130 - Damage:
60/105/150/195/240 (+60% AP)-> 80/115/150/185/220 (+70% AP)
Well, here you go. I do not justify myself as "Kit Expert", so feel free to criticize my thoughts down in the comments. I would love to see your input. These are just changes ideas comign from a person, who plays Lux frequently.