Annie - Kit Update Concept

Stacona·8/9/2018, 9:06:19 PM·9 votes·4,495 views

First off, I want Annie to have a visual update, she really needs it, I want her in-game model to make her look super cute and adorable like her splash arts! Right now she looks both outdated, ugly, and evil - Annie is not evil at all, her fire powers go out of control when she gets emotional and ends up hurting people (but she could also hurt those that hurt her).

For gameplay:

  1. I want to address game health issues here. Remove her reliance on Flash which also means removing Flash-instant stun-dead plays with no room for the opponent to react at all. Address this issue then she can get power to help her out.

  2. I want to introduce skill expression in her kit, but keep her kit simple, I like Annie's simplicity. I also want to preserve teaching mechanics, like rewarding the player for last hitting (with her Q), to teach players how to properly last hit minions.

  3. I want to remove an outdated mechanic and one that teaches players the WRONG way to play as a squishy, immobile mage. This is the thorns effect of her shield, her damage reduction shield should stay on her kit, but I do not like the mechanic of passively dealing damage with no effort on the player and this mechanic is teaching the player that they WANT to get attacked when you should be avoiding damage as a ranged mage; perhaps Tibbers only can keep the effect, but I rather have something that feels more active for the player.

  4. Make Tibbers more important to Annie's kit, less of a nuclear bomb and then just let him die, give the player reason to keep Tibbers alive.

  5. Make sense for Annie's stun, make her less bursty for more damage over time (not damage over time spells), this also helps the opponent not feel like they die from a single stun. This also helps in her short range and immobile ways to kill tanks, meaning she does not need to suicide to get to the enemy backline and can kill what is the closest to her.

  6. Have Annie gold reliant rather than level reliant, this opens (and let's her remain, but not very many discovered this) her ability to play in the duo-lane. So low base damages per rank for high ability power ratios, scaling with her item purchases, but out leveling everyone does not do much for her power.


Attack Range: 600 units Attack Speed: 0.644 +4% per level Movement: 340 units per second Attack Damage: Low


Molten Shield (Passive):

Annie and Tibbers gain a fiery aura around each of them, taking 15%(+6% per 100AP) less damage for 0.75 second upon casting an ability.

Tibbers deals 5/8/11(+5%AP) magic damage per half-second around him, increased to 20/32/44(+20%AP) while Molten Shield is currently active. This scales with Summon: Tibbers.

Disintegrate (Q):

Cooldown: 2 seconds; Cost: 25/30/35/40/45 mana; Range: 650 units

Annie hurls a fireball at the target enemy, dealing 50/70/90/110/130(+70%AP) magic damage, 180% damage against minions, and healing herself for 5/20/35/50/65 (+5 - 75%AP [based on level]) health over 5 seconds.

Direct executes refund Disintegrate's mana cost.

Incinerate (W):

Cooldown: 5 seconds; Cost: 65/70/75/80/85 mana; Range: 1000 units / 50 degrees

Annie unleashes a cone of fire in the target direction, dealing 100/135/170/205/240(+125%AP) to 20/27/34/41/48(+25%AP) magic damage based on how close the target is, executing small minions below 40% health.

If the flames strike Tibbers, then he is healed for 12/14/16/18/20%(+3% per 100AP) of his maximum health.

Pyromania (E):

Cooldown: 8 seconds; Cost: 70/80/90/100/110 mana; Range: 650 units

Passive: Annie's other ability casts grant a stack of Pyromania, up to 4.

Active: Annie and Tibbers glow red hot for 0.75 second. During this time and at 4 Pyromania stacks, Annie can consume the charge and the Pyromania by casting Disintegrate, stunning its target for 1.2/1.35/1.5/1.65/1.8 seconds, refunding the cost and cooldown of Pyromania in the process.

After 0.75 second, if Pyromania was not consumed, Annie and Tibbers let out a burst of flames around them, dealing 80/100/120/140/160(+85%AP) magic damage to struck enemies and consuming all Pyromania. If 4 stacks of Pyromania were consumed, then struck enemies are stunned for 1.5/1.75/2/2.25/2.5 seconds.

Annie is grounded while glowing red hot.

Summon: Tibbers (R):

Cooldown: 150/100/50 seconds (begins immediately); Cost: 100 mana; Range/Leash: 1400 units

Annie summons and enlarges her teddy bear Tibbers to the target location indefinitely until killed.

If Annie dies while Tibbers is currently summoned, then he becomes enraged for 3 seconds, healing him for 50% of his missing health and granting him 100% increased movement speed and 300% bonus attack speed towards Annie's killer, slowly decaying his health over time. If the killer is too far away, then Tibbers attacks the closest enemy instead, prioritizing champions.

Tibbers Stats: ~ 1500/2000/2500 health ~ 50/85/120 armor ~ 40/65/90 magic resistance ~ 60/80/100(+30%AP) magic damage per attack ~ Moves at 350 units per second

Annie can control Tibbers through holding down the ALT Key + Right-Clicking or by casting Summon: Tibbers again.


UPDATE NOTES:

Molten Shield: Cooldown removed from 10 static seconds No longer is always active; now will activate for 0.75 second (down from 3 second linger time) whenever Annie casts an ability to implement skill for anti-burst rather than always being up. Now the player can choose to rotate their spells for maximizing the shield duration or throw everything out for quick burst damage.

Damage increased to 5/8/11+5% AP per half second from 10/15/20+10% AP per second Increased damage during Molten Shield increased to 20/32/44+20% AP per half second from 40/60/80+40%AP per second (Mainly applies per half-second from per second, makes it easier to get the amped damage with the shorter duration spurts of Molten Shield.)

Disintegrate: Minion damage increased and reworded to 180% damage from 50% increased damage (150% damage), better help with last hitting in the early game.

Heal changed to 5/20/35/50/65 (+5 - 75%AP based on level) OVER 5 SECONDS from 4/8/12/16/20 (+1 - 30%AP based on level) IMMEDIATELY. This better clarifies its purpose of anti-poke sustain rather than in-combat sustain, which does not make sense for a burst mage to have in-combat sustain, helping her survive the laning phase without being strong against an all-in attempt. This also adds skill expression allowing the player to either spam Q for max damage OR hold off on Q for maximum sustain (heal over time, so using it again just resets the duration).

Incinerate: Minion execution changed from ALL minions to SMALL minions (just the bonus effect, will execute if it does enough damage based on the minion's current health still) Minion execution health threshold increased to 40% from 30% - easier to read for the player watching for one-third health when the health threshold is above one-third rather than awkwardly being below one-third of its health.

Pyromania: Base damage lowered to 80/100/120/140/160 from 90/110/130/150/170 Ratio increased to 85% from 65% (Her burst damage was looking a little too low, so this amps it up a little, focusing on ratios so she is building squishy and ensures she does not have a dominant early game.)


13 Comments

EkyonKun8/9/2018, 10:40:09 PM3 votes

Of all the Annie reworks I've seen, this is the only one that I think could have a place on the PBE, if just for testing purposes. Obviously this is a huge shift in playstyle, but it's not too far-fetched.

Psyrix8/9/2018, 9:33:28 PM1 votes

Lol, i really like this, might even make me consider playing her if this/something very similar to this was integrated.

statelesskiller8/9/2018, 11:53:45 PM1 votes

my only real concern with this is annie the urf child. that 2 second cd on q is hella short, with 45% your looking at a almost 1 second q on a ability that heals her. making her deceptively tanky in lane. while also having a crunchy amount of damage. dependong on what her base mana and mana scaling looked like this could be acceptable. but it has a chance of being way to powerful

FlameHalbrdOkido8/12/2018, 1:11:04 PM1 votes

If annie doesn't have any sustain now then theres no reason to give her sustain in an update, it doesn't make sense thematically or balance wise. It appears that you did it since her shield is now on a passive which she can't control and you wanted to give her a way to survive damage if needed. But a heal isn't the way to go. Instead u could link the passive's activation to her actions in combat, like many other balanced champions who have a passive shield there are some gating mechanisms that either make it difficult to obtain the shield or make the shield a last resort use, unless the champion is a tank. The key here is interaction with your opponent.

Have you thought about a mechanic like this: damaging a champion will reduce the passive's CD? And other mechanics along the same vein would work.

I like W's interaction with Tibber's, makes since and is a way to keep Tibber's alive and rewarding E's interaction with the Passive is great as well

Why not let E interact with W? Thats how the Annie works now.

Stacona8/14/2018, 12:34:15 AM1 votes

UPDATE NOTES:

Molten Shield: Cooldown removed from 10 static seconds No longer is always active; now will activate for 0.75 second (down from 3 second linger time) whenever Annie casts an ability to implement skill for anti-burst rather than always being up. Now the player can choose to rotate their spells for maximizing the shield duration or throw everything out for quick burst damage.

Damage increased to 5/8/11+5% AP per half second from 10/15/20+10% AP per second Increased damage during Molten Shield increased to 20/32/44+20% AP per half second from 40/60/80+40%AP per second (Mainly applies per half-second from per second, makes it easier to get the amped damage with the shorter duration spurts of Molten Shield.)

Disintegrate: Minion damage increased and reworded to 180% damage from 50% increased damage (150% damage), better help with last hitting in the early game.

Heal changed to 5/20/35/50/65 (+5 - 75%AP based on level) OVER 5 SECONDS from 4/8/12/16/20 (+1 - 30%AP based on level) IMMEDIATELY. This better clarifies its purpose of anti-poke sustain rather than in-combat sustain, which does not make sense for a burst mage to have in-combat sustain, helping her survive the laning phase without being strong against an all-in attempt. This also adds skill expression allowing the player to either spam Q for max damage OR hold off on Q for maximum sustain (heal over time, so using it again just resets the duration).

Incinerate: Minion execution changed from ALL minions to SMALL minions (just the bonus effect, will execute if it does enough damage based on the minion's current health still) Minion execution health threshold increased to 40% from 30% - easier to read for the player watching for one-third health when the health threshold is above one-third rather than awkwardly being below one-third of its health.

Pyromania: Base damage lowered to 80/100/120/140/160 from 90/110/130/150/170 Ratio increased to 85% from 65% (Her burst damage was looking a little too low, so this amps it up a little, focusing on ratios so she is building squishy and ensures she does not have a dominant early game.)