Zoe, Spell Thief (W), and Summoner Spells: An Idea?

Reject Effect·8/16/2018, 7:59:39 AM·6 votes·1,975 views

I haven't played much against Zoe, but I do agree at least on paper that Zoe's W drops tend to be unpredictable. So I was thinking of a way to sort of manage expectations and playstyles by tying Zoe's W to her (currently) equipped summoner spells.

That is to say, instead of all spell drops being available, limit them to what summoner spells she has equipped.

So if Zoe is running summoner 14 /summoner 4

The available summoner spell drops will be limited to only summoner 14 and summoner 4 .

However, summoner 14 will make damage-based spell shards, like item 3146 , item 3153 , and item 3152 available, and summoner 4 will make dash/blink-based spell shards like item 3152 available.

If she runs something like summoner 7 /summoner 4 , then summoner 7 will make item 3107 available instead of summoner 14 's damage based spell shards.

So, for example:

summoner 21 will make item 3190 and item 3157 available.

summoner 3 will make item 3030 and item 3143 available.

summoner 6 will make item 3306 and item 3142 available.

This way, both Zoe and her opponent can have a sort of idea as to how and what kind of Zoe they are playing, kind of like how old Viktor worked, where he would enhance only one of his abilities (and although the idea didn't quite pan out when he was first released) where he was going to be played as a utility-based controller , a kite-y and more sustained battle mage, or a burst mage based on his choices. So Zoe has more agency in what she can do, and her opponent has more ideas on how to predict her drops (and in theory, prediction will lead to countering, which means a healthier gameplay for both.)

I dunno. Probably not an original idea, but I thought I should mention it just in case. Thoughts?

5 Comments

Hi lm Zoe8/16/2018, 8:28:58 AM3 votes

No.. Thats a nerf, and Zoe had enough nerfs

SirGank8/16/2018, 2:02:07 PM1 votes

I'm personally not a fan of the idea since it comes with similar problems as runes. Choosing a spell you need for a match up for example locks you out of shards you may need for the game overall. It would make some choices feel unfun to play as while others feel unfun to play against. Part of the fun in playing her is deciding what to do with what you got on the fly.

If anything I would prefer if they make them time oriented or objective oriented. So for the first 10 minutes, for example, you're limited to a smaller set of spells and items that contribute to the different playstyles but aren't as impactful early on. (Like pre 5 minutes you can only pick up exhaust,barrier, proto etc) Then later in the game you get the other ones.

Alternatively it can be tied to the objective controlled. So if you get infernal you get more offensive spells or so on.

They can also try putting an active portion and cooldown similar to warwicks W. Then it can be used without spells but gets locked out, and spell power can be reduced. Or use between spells have a small cooldown.

There's many possibilities but not sure which would feel right to everyone.

Rathar Dashing8/16/2018, 9:07:12 PM1 votes

Great idea, would need some fine-tuning but I see great potential!