Minor changes for 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
and then into
. 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
less snowball reliant, in which i'd like to hear too.