[{quoted}](name=Shadow Hazard,realm=NA,application-id=A8FQeEA8,discussion-id=MEE9zUEz,comment-id=00030000000000000000000000000000,timestamp=2016-12-16T02:16:15.810+0000)
You do realize that the passive "Lose 50% crit chance and gain matching bonus % health" it actually isn't possible to have 100% effect AA crit chance. So your scenario is only 50% crit chance about 42% bonus attack speed from the items, 500 health from the passive about 12.5 armor from the passive and about 23.375 magic resist from the passive. You are simply ignoring part of the idea to try and say broken, again like I knew would happen. YOU ONLY GAIN HALF OF THE CRIT+ATTACK SPEED FROM RUNES/ITEMS/SCALING. So 40% attack speed from an item would really only mean 20% attack speed and 20% bonus armor and magic resist, and 30% crit from an item would actually give you 15% crit chance and 15% bonus health. There are multiple times I explained damage from standard marksman items is sacrificed for bonus defensive stats. The only other way that the passive can be explained in an understandable way is a reverse of yasuo's double crit, that affects both crit and attack speed, and instead of bonus damage of some time there is bonus defenses.
The slow can't be called useless with the ability to persistently apply it and situationaly steal like (like botrk active), which would weaken the targets damage output and ability to escape while having much improved stickiness. They weren't lazy choices. The movespeed slow was inspired from the dominant effect that frozen mallet and rylais had to the meta helping stick to an attempting escaping target, helpful when adding to the damage potential of the E skill if it marks the enemy, the active of the movespeed slow skill functions like botrk without the damage component of the active. The attack speed slow on the base attack speed is a more unique attack speed slow compared to other options in the game that target total attack speed, it is in direct consideration that one of our biggest enemy targets as a support is a marksman meaning you can notably hurt their damage output by being able to dps them yourself, and the active of it improves your damage and defense against them while further hurting their damage.
And like you said has to happen with a marksman majority of the damage of the champ will be through AA dpsing with the only other potential source being in the E skill. But on top of their damage mainly coming from AA their utility is mostly coming from AA. The better way to look at it for all marksman is they are most useful AA dpsing which this champ would solidly fall into that category of.
I didn't actually downvote you at all and have been responding to your poor claims, and am not being salty with someone who is now the second person who is flat out refusing to properly read and comprehend.
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Claims comprehension issues, cant comprehend themselves.
2) The way i read this is a literal up to -50% as the items are displayed IN percents to begin with. Do you mean half?
Also... (items) +runes+ (items) this is 100% crit, 500HP, 50armor, 55MR, 85% attack speed. this is equal to at minimum 500 free health, 75armor and 80MR. hes a tank with huge AD and crit.
This point is me reasoning with you being confusing and pointing out just how much it increases the value of tank items, which an ADC shouldnt be buying in the first place. It assumes youre halving attack speed/crit, which is 50% crit and 50% attack speed because 20% attack speed would come from level/masteries alone.
Further, TANKY MARKSMAN DO NOT WORK HEALTH-WISE. they are VERY powerful because they synergize with items the CLASS AS A WHOLE ISNT MEANT TO BUY.
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Negligible doesnt mean useless. It means the values arent enough to feel impactful. And passives are generally lazy ESPECIALLY WHEN ALL THEY DO IS ADD FOR THE SAKE OF ADDING. Your idea would work just as well WITHOUT two extra passives.
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Historiaclly Marksman/support (ashe) have done their supporting through non-scaling utility. Not heals or shields; those are for real supports who trade everything for utility scaling.
At this point my only suggestions are for you to make this champion a support/tank by trading bonus attack speed and AD for a slowly increasing resistance buff and to re-tune some of the abilities.
Passive: lose 50% bonus attack speed and gain that same bonus % armor and magic resist. Lose 50% crit chance and gain matching bonus % health
Passive: This champion gains no bonus attack speed and no bonus AD, instead the bonus attack speed is turned into 1% increased base health per 2% attack speed, capping at 20% and increasing by 5% every 6 levels. Bonus AD is converted into armor/magic resistance at 1 resistance per 2 bonus AD.
Q: Passive - on hit slow targets base attack speed by 5%/10%/15%/20%/25%(+2% per 100 AP) for 1.5 secs. Active - For the next few seconds also steal 15% attack speed on hit and gain matching bonus attack speed stolen.
Q: For 3/4/5/6/7 seconds basic attacks cripple and slow enemies by 10/15/20/25/30%+1% per 50AP. Adittionally, you gain 30% of the enemies attack and movement speed for the duration.
Cost: 70/65/60/55/50 mana
Cooldown: 15/14/13/12/11 seconds
W: Passive - On hit slow targets movement speed by 5%/10%/15%/20%/25% for 1.5 secs. Active - For the next few seconds instead steal 5%/10%/15%/20%/25%(+ 2% per bonus AP) movement speed on hit and gain matching movement.
Replace this entirely. Combining the two abilities is by far a better choice than simply having two passives on two steal abilities; steal abilities are generally frowned upon by the way. We dont have them because theyre unfun. To my knowledge, theres two in the game right now and one item.
E: Throw skill shot (passing through ally minions) and shield self for X. heal for remaining shield value after a few seconds. If skill shot hits ally they get same shield that heals for remaining value after a few seconds. Ally also gains the effect of the Q+W including active if activated and R if active.
If hits enemy marks them. Mark stores 20% of their damage taken and then explodes after a few seconds or upon enemy death for X+stored mark damage to all enemies near center of explosion.
This part actually sounds good. well the first bit. This ability doesnt need to do damage ontop of being a shield/heal. I would suggest making it scale with how many enemies were hit, doubled for champions. Depending on the width of it, the most you could hit is 5 minions and 2 champions. Id balance it around 4 minions and 1 champion for the shield amount.
Youre essentially giving a champion gray health here, i like that idea.
R: Activate to gain 6%/12%/18%(+2% per 100AP) increased damage for 6 seconds
This, quite simply, doesnt feel like an ultimate. Ive no real idea what your concept is, so i cant say anything more than it should be replaced.