Kayle and Morgana potential reworks

jocomotion·7/3/2017, 8:51:46 PM·3 votes·2,263 views

I've been wanting a rework for Kayle and Morgana for a while now, and even though their kits aren't TOO outdated, they're still pretty old and have a lot of problems now that the game has evolved so far. Honestly I LOVE both of their concepts, but they feel so clunky to me sometimes that I can't always enjoy them.

Disclaimer I am no professional, I am just another player who likes League, and loves making Ideas for character designs and gameplay ideas. The numbers I use for examples are just examples if something seems abysmally overpowered because of a number I put in, just remember it's an example not what I'd expect the actual thing to be.

Problems Kayle, none, literally NONE of Kayles abilities are skill-shots. This isn't technically a bad thing, however it shows how old her kit really is. On top of that Kayle tends to be a weak bully, thanks to her free heal, movement speed buff, and range. She can bully just about anyone top lane while keeping her own health topped off without much room for ganks. This plus her ultimate she becomes seemingly untouchable. Don't get me wrong she has her weaknesses but I believe they're too tricky to exploit. By adding more weaknesses, and capitalizing on SPECIFIC strengths I believe Kayle can be a versatile top laner without feeling too much like a fly on the wall you can't hit.

Morgana, unlike Kayle, is a bit too simple. She's got a lot going for her, a LONG root, a stun, waveclear, CC immunity, but none of it feels super satisfying to perform, and all of her abilities are too simple and easy to read. On top of that there's little to no punishment for getting near a morgana (or her ADC) since she can just Q you point blank, black shield, and walk away for free. That's not healthy, despite how funny it is to taunt Rengar by doing that.

Morgana rework Idea > Passive: Soul siphon [new] > - Whenever Morgana CC's an enemy champion, she steals some of their Armor, and MR, and gaining half of the amount stolen for 3 seconds scaling with level > - Armor stolen 5-30 (+ 2% of targets armor per 100 AP) > - MR stolen 5-17 (+ 1.5% AP of targets armor per 100 AP)

I have plans for Morgana's old passive so just wait, but this new passive gives support Morgana more Defenses without needing to build tank. As a mid-lane mage this passive is just nice for not being COMPLETELY deleted, but for support Morgana it's usefull to build AP and defenses, this will just help with both.

> Q: Dark binding [reworked] > - Skill shot is longer, projectile is thinner > - Root duration scales with range instead of level, the further the skill-shot has traveled the longer it roots, lasting only .75 seconds point blank and lasting up to 4 seconds at max range > - Hitting a root passed its halfway point will reduce the cooldown by 1-2 seconds scaling with level. > - deals 80-300 (+90%AP) magic damage

Overall is a nerf to Morgana's Q, giving her more catching/poking potential, but sacrificing LONG CC from enemies that are already in your face. Not to mention it's thinner as well too, making it easier to dodge, but also easier to snake around minions for a long range shot. Also adds an extra second to the root if you get hit with the VEEEERY tip of it.

> W: Tormented soil [rework] > - Is now a toggled ability > - Has a 1 second cast time > - deals increasing damage the longer an enemy stays within the circle up to a cap > - If an enemy stands in the soil for two seconds, they are slowed by 30% and the slow increases to 80% over 1.5 seconds > - Deals less damage at first but ramps up to deal more damage as time continues > - Costs mana per second active and will disappear when out of mana. > - Very short cool down > - [removed] no longer deals execute damage

Buff to damage, but now the soil has a cast time. In Layman's terms, Morgana can no longer just plop the soil under your feet for free harass. It is also better at waveclearing, but only if you can keep the minions on the soil for a while. On top of that, It now has a slow similar to Morgana's ultimate. As well as an increasing slow.

> E: Black shield [reworked] > - Shielded Allies now gain up to 15% life steal and Spell vamp > - No other changes

So yea, I nerfed the spellvamp on Morgana's passive by putting it on black shield and reducing the amount it heals for, but now anyone can have spellvamp AND lifesteal as well, this strengthens Morgana's supporting capabilities, while giving her a choice. Put a shield on my carry now for sustain, but not have the cooldown up for a gank? or save the shield, but risk my carries life?

> R: Nightmare shackles [new] > - Morgana charges over the next two seconds, gaining 70% move speed and 20% damage reduction for up to 5 seconds > - Abilities cannot be used while charging. > - Upon reactivation Morgana releases a nightmare around her (pretty short range just a tad larger than Taliyah's worked ground) dealing 20-60 (+15% AP) magic damage per seconds to all enemies hit, and putting all enemies around her to sleep for up to 8 seconds. (DOT doesn't reduce Sleep duration) > - If the ability is not reactivated for the sleep, it goes on cooldown for half the original duration

Morgana's ultimate today is cool in theory, but pretty meh in practice today. Morgana, a Dark mage that usually plays safe all of a sudden charges in, Cursing all enemies around her in dark shackles that....stuns you..... huh, not that scary anymore. With this new Sleep mechanic, Morgana's ultimate is harder to pull off, but so much more terrifying when she does. Now I know Riot's at least considered sleep, but overall it's a bit too unpredictable being CC that interacts with damage.... So below I put some ideas for it but the CC doesn't have to be sleep it could just be like a two second stun instead or something.

Sleep:

  • Sleeping enemies are unable to move, cast abilities, or auto attack similar to stun
  • Sleeping enemies struck by an enemy ability, auto attack, Enemy controlled pet, tower shot, or large/epic monster attack immediately awaken
  • Sleeping enemies will also awaken if an awake enemy makes contact with them (moves to them)
  • Minions, small monsters, and DOT abilities will not immediately awaken enemies but will reduce the sleep time by one-half second per tick of damage.

Kayle rework Idea > Passive Holy Ferveor [Reworked] > - Every few seconds Kayle's next 4-8 basic attacks become ranged, dealing 15-60 (+15% AP) (+100AD) magic damage to the main target and 10-45 (+25%AP) (+50%AD) in an AOE around target > - Enemies hit to take an additional 3-6% bonus damage from all sources scaling up to four times (12-24% additional damage) > - Auto attacking enemy champions reduces the cool down of this ability by one second per auto (including already empowered auto attacks)

Kayles new passive Is her old passive (sort of) mixed with her Current E. By putting Kayles E on a automatic cooldown timer it's easier for enemies to tell when they can go in for an engage, and because Kayle can no longer activate the ability at any time, it's damage can be buffed to make CSing with it easy without making it TOO easy.

> Q Reckoning [Reworked] > -Kayle fires a skill-shot in a line that deals 70-210 (+60%AP)(100% AD) magic damage and slows by 50%-80% for two seconds on the first enemy unit hit > - enemies struck deal 5-20% (+2% per 100 AP) less damage for five seconds > - With enough CDR you can keep two enemies marked at once

Kayles new Q is basically unchanged, but with two key differences. One, it's a skill shot, this way Kayle doesn't have free poke in lane with her current point-and-click Reckoning. Two, it reduces damage a specific enemy can deal, giving Kayle a way to survive if she's hard engaged upon.

> W Retribution [Changed] > - Passive: every enemy unit Kayle auto attacks becomes marked with Retribution for 10 seconds > - Upon activation all enemies marked with retribution burn for 10-75 (+15% AP) magic damage per second for 4 seconds > - All allied champions that Auto attack enemy CHAMPIONS burned by Retribution gain 10-50% attack speed, and heal for 10-150 (+10%AP) per Auto. > - Auto attack speed buff and heal are only applied when attacking a target with retribution

This is just a low ball Idea, but I wanted to keep Kayles heal without giving her free much sustain. This way Kayle needs to fight an enemy champion in order to sustain. It also gives her good wave clear with her passive since she can Auto attack a cannon, mark every minion with retribution, and then activate it to burn them all.

> E: Angels flight > - Kayle blesses herself or an ally granting them a bonus 15-20% (+10% per 100 AP) move speed for 5 seconds and damaging all enemies around the blessed ally by 25-180 (+50%) and rooting them for .5-1.5 seconds > - Can be used while moving > - Cancels AA animation

This is the second half of Kayle's W put into a whole new spell. It gives her much less move speed (Unless she builds AP) and no longer heals, but now the move speed lasts longer, and roots/damages any enemies around the buffed target. Plus imagine if Kayle walked on her legs, but her running animation was her flying (hence the name). Just thought that'd be cool.

> R Intervention [Exact same] > - Kayle bathes the target allied champion or herself in holy light, rendering them immune to all damage for a few seconds. > - 2-3 seconds

Not many troubles with Kayles passive, on one hand it could be useless if mistimed or placed on the wrong target, yet on the other hand it's limited invincibility. No real changes here.

Overall, I like these Ideas, Making Morgana the Queen of CC and Kayle the damage mitigation carry. What do you guys think? This is my first post, so I don't blame you if you immediately think "So broken it hurts my eyes" but don't be afraid to comment on what you think.

Edit: Realized two things, one Morg passive could've been broken beyond belief by stealing up to 100 Armor per enemy champion CC'd and 70 MR, changed the Numbers. Also added a little extra note next to her ult. Since sleep IS somewhat unrealistic in a game like league.

7 Comments

SchmidttyGames7/3/2017, 9:44:00 PM2 votes

What Kayle currently is shouldn't be changed. Like an ADC, she is entirely dependant on her AA's and her E to function at all. This, combined with certain items (item 3115 item 3085 item 3153 item 3124), causes Kayle's entire kit to come together into a single package of Auto-Attack death not matched by any champion anymore, now that Kog'Maw has the same AS cap as everyone else.

I'd hate to see the greatest four item powerspike in league disappear.

TheFirstGokun7/5/2017, 2:44:49 PM2 votes

I think there's an inherent flaw with the "Sleep" mechanic you talked about: teamfights in League tend to have a LOT of AOE abilities. Why, enemies on Tormented Soil would be woken up instantly even if you did get the ult off. A stun is much scarier, even if you don't think its very thematic.