When is Orianna getting a rework ?

CreedxPONDO·3/6/2016, 8:19:12 PM·1 votes·2,181 views

Recommended Re-Work I think orianna's Q should deal more magic damage and also should have a passive every time she hits 5 minions or enemies with the q they deal area of effect magic damage . 1 hit - 100 ap, 2 hit = 80 3 hits = 60 , 4 hits = 40 , 5 hits total of 280 ap damage dealing an area of effect. targeted enemies deal the total damage while others outside the radius only deal 80% of it. W - her W should actaully have some physical impact on the enemies like sending them back 5 feet to what ever the direction the ball hits them in dealing about 40/60/80 /110 AD and what ever ap damage she had before its basically the same concept but changes the mechanics a bit. i think orianna she be an AP bruiser being more effective on a 1 v 1 situation rather then team dependent . E - the shield is really effective i should say but it would be more useful if it can target an enemy . a concept of mine would be sending the ball to the enemy attaching to them reducing magic resist and armor resist if orianna hits them with a basic attack they would get stunned dealing extra ap damage . R - her R is flawless in team fights but a few things should be added like only one tweak pressing r causes them to fling towards the ball well my other tweak is pressing r again a arrow indicates to where she wants to send them to like the whole group of enemies .

14 Comments

Mistikal3/6/2016, 9:16:47 PM6 votes

This is quite possibly the worst theory crafting of a champion i've seen in a long time.

Why would you try to tamper with one of the only balanced champions in the game? Makes absolutely zero sense. She is fine were she is. The reason she see's little play is because she requires skill and your engage player has to be aware of how to deliver your ball, along with ap itemization being so expensive and athenes just not being the best item atm.

every year when worlds comes up, who ends up being the fall back, safe mid laner that everyone runs to as a way to catapult their team to victory? Orianna. Every year. EVERY YEAR.

She's fine.

ModThe Djinn3/7/2016, 12:40:14 AM3 votes

{quoted}explain why everyone states yasuo and heimer is broken

Because players are quicker to call out mechanics that frustrate them personally as being broken, even if that character isn't particularly strong at the moment. Yasuo's win rate is about 49.3% currently, while Heimerdinger is at 49.9%. Both of these values are in the bottom half of champions, but because Yasuo punishes unfamiliarity with the champion (and skillshots) and because Heimerdinger's mechanics frustrate less experienced players, those champions are often perceived as being far stronger than they are.

That said, I've seen a LOT of Yasuo hate (he's definitely strong in good hands, but I wouldn't call him broken -- at least in the current meta), but very little Heimerdinger hate. Where are you seeing this, specifically?

explain it people here are orthodox as fuck no one here takes things the unorthodox like me to become good at debating find things that aren't considered normal the people who thinks their statements are right are bunch of orthodox pussies.

This is not really a good debating argument. "My opponents are a bunch of pussies" isn't really helpful in any discussion. :P

That said, let's take a look at your suggestions:


Recommended Re-Work

Before setting out to re-work something, I'd recommend identifying the problem you see with the character and the goal of the re-work towards fixing them.

I'd say that Orianna is largely fine: she has a unique identity, a rather unique play pattern with the ball manipulation, and brings a solid amount of damage and utility to a team. She suffers a little from having two AoE abilities around the ball, and two ways of shooting the ball in a line (which makes her abilities a little visually bland), so maybe that's somewhere we could add some interest.

That said, you didn't give a reason for the re-work, or a gameplay output that you're trying to accomplish, so we'll have to run with what we have.

I think orianna's Q should deal more magic damage and also should have a passive every time she hits 5 minions or enemies with the q they deal area of effect magic damage . 1 hit - 100 ap, 2 hit = 80 3 hits = 60 , 4 hits = 40 , 5 hits total of 280 ap damage dealing an area of effect. targeted enemies deal the total damage while others outside the radius only deal 80% of it.

This is a bit confusing, as Orianna's Q doesn't actually target anything, nor do I really understand what you mean by the enemies hit dealing AoE damage. I'm going to assume you mean that struck enemies have an AoE burst around them, sort of like Tristana's E.

In that case, I don't think this is a good change. Firstly, Q isn't meant to be a damage nuke: it has a very low cooldown, and serves to position her ball for her other, more damaging moves. Upping its damage will give Orianna a LOT of power in lane.

Secondly, a benefit for hitting multiple enemies creates really weird use cases where sometimes the path you have to send the ball on to hit 5 enemies isn't a good path to hit your target with E / R. That's creating windows of gameplay where the player always feels like they're losing out on something, which tends to not be particularly fun.

W - her W should actaully have some physical impact on the enemies like sending them back 5 feet to what ever the direction the ball hits them in dealing about 40/60/80 /110 AD and what ever ap damage she had before its basically the same concept but changes the mechanics a bit. i think orianna she be an AP bruiser being more effective on a 1 v 1 situation rather then team dependent .

This definitely empowers Orianna hugely. Displacement is a powerful form of CC, especially when it's in an AoE. To add displacement to Orianna's W would definitely require a damage nerf somewhere in her kit -- not the addition of extra damage. You can't really add 110 damage (mixed damage, no less) while ALSO increasing the utility and CC of an ability without cutting something.

Orianna is specifically designed as an AoE teamfight champion, and not a bruiser, by the by. Her W, E, and R all synergize really well with teammates, and her Q allows her to zone enemies out of the fight. You could DEFINITELY change her gameplay direction, but I'd be hesitant to do that without seeing a really good argument for why we should strip her AoE Teamfight Utility identity and swap her into an AP Bruiser role.

E - the shield is really effective i should say but it would be more useful if it can target an enemy . a concept of mine would be sending the ball to the enemy attaching to them reducing magic resist and armor resist if orianna hits them with a basic attack they would get stunned dealing extra ap damage .

I agree that enemy targeting is fun, but remember that Orianna's E having limited mechanics is actually a lever tuning her W and R power, as she only has her Q to send the ball out towards enemies. Giving her TWO ways to stick the ball on enemies (one of which is targeted) is already really powerful, doubly so if it deals damage, lowers resists, AND stuns the target.

I'm also concerned that this ability creates more awkward use cases -- the shield on an ally would likely have to be buffed, because this enemy effect is so powerful in comparison that it's almost always going to be the better option.

R - her R is flawless in team fights but a few things should be added like only one tweak pressing r causes them to fling towards the ball well my other tweak is pressing r again a arrow indicates to where she wants to send them to like the whole group of enemies .

THIS I rather like. The only issue here is that the effect is so rapid that you wouldn't have time to really control the ability. If it's a two-part ability (pull, then fling) it's definitely a bit too strong.

Perhaps a Viktor-targeting feature where you click and drag, and, after a brief (.3 second) delay the ball triggers, flinging enemies in the direction of the vector you dragged along? It seems a bit awkward in terms of UI, but it's probably not completely untenable.

Again, though...that's definitely a strength increase. Any increase in utility is an increase in strength.


#CLOSING THOUGHTS You really need a more solid direction before you approach a rework: this one seems a bit all over the place, and I'm left unsure of what problems you perceive, let alone why you chose this approach to solving them.

Not an awful attempt though: I always encourage people to try concepts / reworks, because the art of game design is something you never STOP learning.

I don't think you quite hit the mark here, but hopefully my comments and thoughts will be helpful for future endeavors (or for polishing this one).

--The Djinn

Catastrop3/6/2016, 9:11:32 PM2 votes

Why?

FloRaider423/6/2016, 8:33:14 PM1 votes

That's not a rework those are just buffs [slayer-jinx-unamused]

Closed Mid12/23/2018, 4:18:50 PM1 votes

I hope you will never rework orianna. Im really scared if you do.