[Miniature Rework Concept] Udyr

Stacona··1 votes·704 views

This does not change much, but something I notice is that Udyr either builds for Tiger or Phoenix so placing these abilities into two separate ability slots makes no sense whatsoever.

What I am thinking is it probably will be best to combine Tiger and Phoenix as both the Q abilities, if you bonus attack damage is higher then you gain Tiger and if your ability power is higher then you gain Phoenix. It creates the same decision making as it is now, but frees up your R slot to allow for a proper 3 rank ultimate.

Obviously with a change like this you would probably need to adjust his power on his abilities to compensate, but for this concept I am not going to bother changing anything of what the stances do or their current power, really this is adding some kind of ultimate that has a long cooldown. Maybe the ultimate could play into adaptive stats as well, like AP magic damage or AD physical damage, but still is somewhat similar in function.


Monkey's Agility (Passive):

Whenever Udyr changes his Stance, he gains 15 bonus movement speed and 20% bonus attack speed for 5 seconds, stacking up to 3 times for 45 bonus movement speed and 60% bonus attack speed.

When Udyr swaps to a Stance, his other Stances will go on cooldown for 2 seconds.

Tiger Stance / Phoenix Stance (Q): Cooldown: 6 seconds; Cost: 45/40/35/30/25 mana; Phoenix Range: 250 / 625 units

Passive: This ability will be Tiger Stance if Udyr's bonus attack damage is higher than his ability power. This ability will be Phoenix Stance if Udyr's ability power is higher than his bonus attack damage.

Tiger Stance: Udyr gains 10/20/30/40/50% bonus attack speed for 5 seconds, and instantly generates 3 Tiger stacks.

Udyr's basic attacks generate Tiger stacks on-hit, up to 3. At 3 stacks, Udyr's next basic attack is a Tiger Strike, which deals 30/60/90/120/150(+120/135/150/165/180%AD) bonus physical damage over 2 seconds as well as instantly dealing any remaining damage from any previous Tiger Strikes.

Phoenix Stance: Udyr unleashes pulsing waves of fire around himself for 4 seconds, dealing 10/20/30/40/50(+25%AP) magic damage each second to all nearby enemies for the duration, as well as instantly generating 3 Phoenix stacks.

Udyr's basic attacks generate Phoenix stacks on-hit, up to 3. At 3 stacks, Udyr's next basic attack unleashes fire in a cone before him that deals 40/80/120/160/200(+60%AP) magic damage to all enemies hit.

Turtle Stance (W): Cooldown: 6 seconds; Cost: 45/40/35/30/25 mana

Udyr shields himself for 60/95/130/165/200(+50%AP) health for 5 seconds, and instantly generates 3 Turtle stacks.

Udyr's basic attacks generate Turtle stacks on-hit, up to 3. At 3 stacks, Udyr's next basic attack heals him for 2.5% - 5% (based on missing health) of his maximum health.

Bear Stance (E): Cooldown: 6 seconds; Cost: 45/40/35/30/25 mana

Udyr gains 15/20/25/30/35% bonus movement speed for 2/2.25/2.5/2.75/3 seconds. Additionally, his next stunning attack causes him to move 50 units closer to his target.

Udyr's basic attacks stun his target for 1 second. This effect cannot occur on the targets that have been stunned by Udyr in the last 5 seconds.

Dragon Strike (R): Cooldown: 140/110/80 seconds; Cost: 100 mana; Range: 600 units / 650 units, 60 degrees

Udyr will dash in the target direction, dealing 200/300/400(+200%bAD) physical damage and slow by 40/50/60% to enemies he passes through for 2 seconds, and then at the end of his dash will breath powerful flames in a cone, dealing 200/300/400(+100%AP) magic damage and stunning struck enemies for 1.25/1.5/1.75 seconds.


UPDATE NOTES:

Bear Stance: Changed from cannot stun targets within 5 seconds again from Bear Stance to being stunned from Udyr, so cannot stun from Dragon Strike and chain it immediately into Bear Stance stun (the reverse is not possible as it has a static dash range).


7 Comments

ModThe Djinn1 votes

...I'm actually not too opposed to this, although you do lost the ability to use Tiger to get some extra Phoenix procs, so you might want to consider if Phoenix should proc more often, possibly with a little less damage each time, to make up the difference. I'd not make it adaptive though -- I'd make someone choose when they put in the first rank, as otherwise it gets weird at the start of the game or if your build shifts. I also think that Fiery Dragon is definitely much stronger than Mighty Dragon, so I'm not sure I'm in favor of that ability being adaptive personally.

Stacona1 votes

If Tiger is too strong with a real ultimate then it can be nerfed and Phoenix can be buffed if too weak, you still get attack speed from Monkey's Agility, and that could be a point of balance where Tiger gets less attack speed on activation, but monkey grants more attack speed per stack which helps phoenix and not make tiger more powerful.

Fiery and Mighty Dragon allows for more balance. I went with if you have Phoenix and Fiery Dragon then you play more like a bruiser-mage (little more emphasis on mage) while Tiger and Mighty Dragon is that all-in bruiser aspect, but since Tiger has a lot more persistent / dueling damage is why it does not stun and instead has a dash to go with that play style.

Maybe the ult be best if it was a combination of the two, being a hybrid of a shorter range dash into a shorter range cone skill shot, dash being a physical damage AD nuke while cone being magical damage AP nuke and stun - almost similar like a glorified protobelt.

ModThe Djinn1 votes

{quoted}Fiery and Mighty Dragon allows for more balance. I went with if you have Phoenix and Fiery Dragon then you play more like a bruiser-mage (little more emphasis on mage) while Tiger and Mighty Dragon is that all-in bruiser aspect, but since Tiger has a lot more persistent / dueling damage is why it does not stun and instead has a dash to go with that play style.

I get that. The issue there is that Fiery Dragon is SUCH a powerful ultimate compared to the other (bigger area, better effect, more damage) that it's going to make you feel really bad if you don't get that option.

Maybe the ult be best if it was a combination of the two, being a hybrid of a shorter range dash into a shorter range cone skill shot, dash being a physical damage AD nuke while cone being magical damage AP nuke and stun - almost similar like a glorified protobelt.

That sounds better, yes.

Stacona1 votes

I made changes.

ModThe Djinn1 votes

{quoted}

I made changes.

I think those changes help significantly. I'd specify if bAD is "base AD" or "bonus AD", although I suspect you mean the latter. I'd also specify if the dash on the ultimate is a set distance, or a variable one (I'd suggest variable so the ability has more flexibility with what you want to do with it). I might also recommend making the stun count as a Bear Stance stun, as otherwise you're giving Udyr too much lockdown capability.

Stacona1 votes

Ratios are either total AD or bonus AD, and it is in the notes, if it was base AD then it would just be better to be a per level value also makes no sense since that would mean it has no ratio at all.

Static dash has better balance for it, like a trade off between if you are X distance to Udyr then you will not get struck by the cone damage and stun, it also adds more skillful play for the Udyr player. In the target direction says he goes all the way, to the target location says you select how far (up to a cap) of where to dash to exactly, you are selecting in what direction he dashes towards where as the other option would be you are selecting to where he would dash to.

Stun would probably be increased slightly then with removal of stunning a target twice, but that is fine, is probably better this way. Double stun would not be that bad as most tanks do get two forms of lock down.

Stacona1 votes

UPDATE NOTES (1):

Monkey's Agility: Attack speed per stack increased to 20% from 10%; max 60% from 30%

(This is to help out Phoenix Stance.)

Tiger Stance: Attack Speed lowered to 10/20/30/40/50% from 30/40/50/60/70%

(Compensate for more Monkey attack speed.)

Dragon Strike: Instead of being an adaptive ultimate, made the two effects combined into one. Dash range lowered to 600 units from 1000 Cone range and angle changed to 650 from 1250 units and cone angle increased to 60 from 45 degrees (still a total of 1250 range since the cone happens after the dash) Physical damage from dash changed to 200/300/400(+200% BONUS AD) from 200/275/350(+140/170/200% TOTAL AD)

(Impossible for the same target to get hit both the dash damage and cone damage unless they are retarded and Flashes into the cone damage after getting struck by the dash damage. At this point, you deserve to die because it was 100% your fault for taking so much damage, but in normal situations you can only get struck by one effect, which you probably will try to land the cone as it stuns struck enemies (hard to do since you need to be more than 600 range from the target first).)

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