Ideas for Eve Rework
I know that Evelynn has been up for discussion to get a major rework in the not so near future. If I remember correctly there were some ideas floating around that she could be a Darkin in this new update? Well I thought about it and here is what I came up. No numbers because I know nothing about game balance (RIP DFG Evelynn, gone but never forgotten).
As a precursor, from what I can tell, the Darkin are known for their ability to fly and their ability to regenerate themselves, so this "rework" will aim to preserve Evelynn's ability to assassinate while also giving her access to sustain. Naturally, she will have certain weaknesses to help compensate.
Evelynn, the Widowmaker
Passive: Half-blood
Due to Evelynn's half-Darkin blood, she is has a natural affinity for combat. When out of combat, Evelynn generates bloodthirst. As her bloodthirst increases, she gains increasingly more movement speed. When full, her bloodthirst turns into rage, giving her massively increased attack damage, at the cost of all of her bonus resistances. This effect lasts until she dies.
The idea with this passive is to play into her Darkin abilities while also maintaining her ability to get around the map. By creating a feast or famine type playstyle around her enrage meter, it creates a dynamic where Evelynn becomes an important character to both teams in every game. Additionally, it gives the play much more control over her enrage, as everything the player does directly influences whether or not she generates bloodthirst. This creates something similar to Gnar, where he "can't" control how he transforms, but gives much control to the player given how differently her enraged form plays compared to her regular form (with great power comes great responsibility).
Q: Impale (ideally this is slightly longer than melee range)
Evelynn stabs an enemy, causing them to bleed (functional equivalent to Talon's current Q). Generates bloodthirst. If enraged, Evelynn will instead lunge at an enemy, slowing them for 2 seconds (moderately powerful slow that decays). However, due to the sheer amount of energy it takes, Evelynn roots herself for 1 second.
W: Ethereal Walk
Passive: When out of combat, Evelynn no longer appears on the minimap and ignores unit collision. When enraged, Evelynn only ignores unit collision.
Active: Evelynn breaks her ethereal walk and unleashes and AOE slow (does no damage). If Evelynn is enraged, she also gains tenacity for a short period of time.
By moving Evelynn's mobility to her passive and removing stealth from her kit, her W is now allowed to be a very potent but hard to use ability. If you use it when you're not enraged, it becomes an effective engaging tool since you will still have your resists, although you won't be that much tankier. If you use it while enraged, but use it too early, you can (and will) be severely punished for miss judging your damage, your opponent's damage, and their tankiness. Not showing up the minimap helps Evelynn bypass wards the way she normally would, but she won't bypass you actually seeing her. This is obviously weaker, but allows for more power to be on her kit.
Additionally, this passive plays thematically with the idea of being a half Darkin. She knows she has great power, but she doesn't know to what extent. But she knows she wants to use her power. As she stays out of combat, she becomes increasingly more frustrated that she cannot use it until she is enraged, foregoing all tactical decisions and strategy to decimate everything in her path.
E: Energy Siphon (preferably a 500-600 unit dash with a very slight channel time)
Evelynn dashes in a target direction, if she hits a champion, she stuns them for 1 second, consumes all of her bloodthirst, draining her opponent's and healing based on an amount determined by her bloodlust, and then retreats with massive movement speed for a very brief duration. If Evelynn is enraged, it does more damage, no longer heals, and she no longer retreats.
This primarily plays into her ability to regenerate herself. However, because she is only half Darkin, there is a huge cost to being able to sustain such large amounts (ideally, vlad levels of healing). Additionally, by using it in her enraged form she no longer has the ability to leave, so it creates a scenario where you have to be more careful about how you use your abilities once you are enraged. You become much more volatile in this form and this ability showcases that.
R: Agony's Embrace (similar size to GP ult, unit target with range similar to leona ult)
Passive: Whenever Evelynn gets a kill or assist while she is enraged, she gains further increased attack damage which is also reset on death.
Active: (can only use while Enraged) Evelynn creates a massive slowing field that lasts 5 seconds. Enemies who stay in the field gain stacks of agony, which deal damage and slow based on how many stacks they have (i.e. it does 50 damage with no stacks with a 20% slow, and that amount is added every 1.5 seconds). Any enemy that remains in the field becomes consumed by agony, taking further damage and suffering a 99% slow for 1.5 seconds. This consumes Evelynn's rage.
This ability allows Evelynn to team fight but also requires coordination. Evelynn does not bring enough cc to a team in order to lockdown a person for the entire duration. Thus, enough power is put into this that her enemies have to severely misplay in order to take the full damage from this ability, especially if it is during a 1v1 scenario.
This kit synergizes with Assassin items as it reduces the downside of her losing her bonus resistances, but it also creates interesting gameplay where purely health items become really powerful on her as they effectively have no downside (although building purely health makes you extremely susceptible to Vayne, Fiora, and Kog'maw). However, she will (ideally) have lower base damages, higher scalings, and low base attack speed to prevent something like a titanic hydra warmogs steraks build from dominating (although, having access to two clear build paths isn't inherently bad).
All of this is really rough and was more or less thought up on the spot, but I do feel very passionately about this champion, as I've been playing her consistently for almost 4 years now. So I would love to see her in a place thematically where she isn't just the character that no one knows anything about and gameplay-wise in a place where her stat line is awful to compensate for stealth. Removing stealth is the best option in the case of Evelynn.