Minor changes for hecarim

Weretiger5411·8/19/2017, 9:01:12 AM·1 votes·329 views

Hecarim was my first and still one of my favorite champions in leauge. However I never liked the idea of how snowball reliant he is and how is performance in-game heavily relies on if he was fed early game. From what I have seen on boards when brought up, people have had the same complaints about him. So I want to try to suggest some changes in his kit for him. Moving away from his snowball tactics, he would instead focus more on initiating and finishing fights with more fear in his abilities. I believe he already does this, but I would like to see more of a focus in this instead of his snowball potential. That way he can be more stable through the duration of the whole game. Below I have details on what could be changed with his current kit. The lack of numbers is intentional as I'm not the best with calculating stats and would like to see if the concepts themselves first sound good or doable.

Passive ADD: All of hecarims spells when cast and hit a enemy now inflicts fear on them for X amount of time. The cooldown on minions and jungle monsters is at y while on champions it is at Z(this being a longer cooldown then Y)

Q Possible changes: Every cast within X amount of time that hits a enemy lowers the cooldown of this spell but also lowers the base damage(or damage ratio) of this spell OR Every cast within X amount of time that hits a enemy lowers the cooldown of this spell but also increases all damage(or increases effects from enemy debuffs) he takes while this is applied.

W Possible change: Hecarim heals more from feared foes(maybe lower % overall or base damage for this)

E Possible change: Enemies that hecarim runs through with this spell lose there cooldown to be affected by hecarim's fear effect if they had it(modify the speed multiplier for this to add this in perhaps?).

R Possible changes: Enemies who have a cooldown from hecarims fear are now affected with it again and is applied longer if hit by hecarim on landing OR Those who still have a cooldown from hecarims fear are now affected with it again and slowed(or weakened somehow) for X amount of time

From my understanding, his biggest way to snowball is through how fast he can get his hands on item 3057 and then into item 3078. So my idea is to change Q to a more risk/reward spell. I'm thinking that hitting his Q like this would be enough to add on the fear passive, which takes away from his snowball potential but adds to consistency through out the game while keeping the theme of a terrifying initiator.

Of course I'd like to receive feedback on this and see if anybody agree's/disagrees with my ideas. Or maybe you have a idea of a better way to make Hecarim less snowball reliant, in which i'd like to hear too.

1 Comments

Pierce The Veal8/19/2017, 9:54:43 AM1 votes

And I was thinking along a different path:

Passive: bonus movement speed before movement speed soft cap increases attack damage. Loses unit collision at level 11.

Q: base damage down, AD ratio up, now costs less mana the more movespeed you have.

W: back to old scaling W, 10/15/20/25/30% healing from all damage dealt. At max rank it no longer limits healing from minions and monsters.

E: bonus damage on auto attack no longer base damage, now scales with AD and movement speed (before soft cap). No longer gives him no unit collision. At max rank it resets if E kills a champion.

R: ultimate no longer scales with AP, now scales with bonus movement speed (before soft cap)

And so hecarim is finally back to being a speedy hyper carry that has to scale, and doesn't auto win early game. Q mana cost scaling down with movement speed makes him more sustainable. E loss of lack of unit collision makes it so hecarim isn't as godlike of a ganker early game.

This makes him have to choose between going tanky and going damage, and emcourages him to get damage. Additionally, with W's reduced healing early and increased healing late, the player will have to consider adding extra points to it early game.