@Meddler: Syndra W idea?

Rothmi·11/7/2015, 5:14:15 AM·1 votes·1,609 views

So a while back (~3 months ago) RiotMeddler was discussing some Syndra updates, the original found here and conversation found here-1, here-2, here-3, and here-4.

And looking back, then forward, with the new season she could use some well deserved buffs, namely focused around her W at rank 5.


#The Current W

FIRST ACTIVE: Syndra telekinetically grabs a Dark Sphere, enemy minion or monster for 5 seconds. If a Dark Sphere is grabbed, its duration is refreshed. If a minion or monster is grabbed, it's put in Stasis icon stasis.

SECOND ACTIVE: Syndra throws the grasped Dark Sphere or enemy to the target area, granting Sight icon sight of the projectile's surroundings as they fall. The projectile, if it is an enemy, and any enemies struck take magic damage and are Slow icon slowed for 1.5 seconds.

TRANSCENDENT BONUS: Force of Will's Slow icon slow duration is increased to 2 seconds.

Looking at the ability, the bonus gained from attaining rank 5 is rather lackluster. Here are my proposted changes:

TRANSCENDENT BONUS: Syndra no longer drops any Dark Spheres after 3 seconds. Instead, the spell goes on a reduced cooldown (reduce by 50%, 4 seconds or 2.4 seconds with max CDR; in both cases exactly the cooldown of Q) and the Dark Sphere is added to her Q as ammo to an ammo system. She may carry up to 3 Dark Spheres. She does not naturally generate ammo.

In introducing this change, it would have several effects:

  1. Yes, Syndra's W loses its 2 second slow while at rank 5- but what it gains is a massive level 12 powerspike.

  2. Syndra players now have two options with their W: pick up a ball or minion now, and (with the increased range compared to Q) throw the ball immediately for the slow, and with the reduced time held she has less of a window to act and possibly make a pick. Or the could hold the ball, add it to their Q's inventory and have more potential for burst damage.

  3. By putting Q's Dark Spheres on an ammo system, but at a later level independent to the ability, it improves her ability to zone as a Zone-of-Control mage. It forces Syndra players to decide between leveling her W for potentially more burst and more AoE's, or leveling her E for peel and long range stuns.

  4. While this would result in a net increase in the damage on her ult, as well as the number of projectiles that could be fired by her E, the amount of preparation needed would be worth it: to pick up 3 Dark Spheres she would have to cast Q three times, then pick up each Sphere while already on the ground.

  5. On a side note, it would definitely improve support Syndra: maxing W first could be a viable option, Giving her the ability to set up better stuns with Q+Q+E in rapid succession. While she did lose the slow, she rarely used the full slow on W without immediately using E for a long range stun.

Syndra used to be played competitively and among the highest ranks of league, known for her high damage and zoning skills. But slowly she has fallen out of favor for alternative high damage mages- with these changes I feel like she could make a return without being oppressive or overpowered. It fits her character, evolving to become more chaotic with her spellcasting, her slowly becoming more frustrated, blasting more and more spells out in her quest for more and more power. And, this fits her playstyle- she doesn't need the utility of a mana-return, and a short silence would not benefit her combo.

More Spheres! MORE SPHERES!

@Meddler


Edit: Looking at the cooldowns, she would only be able to pick up two dark spheres- but, that being said it would be better if she could only carry two- her ability to throw down three spheres (the First ammo, the second, then just casting the ability before it goes on its natural cooldown) would fit her playstyle and character even better, this top heavy, "throws everything at you temper-tantrum mage, burning all her energy in the first round of the fight" kind of play style which we don't see anywhere else in league.

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