Calling all the Ryze mains

jocomotion·1/4/2019, 7:14:45 AM·2 votes·2,016 views

I need your honest opinions. Do you think these conceptual changes would improve his health?

Passive: Arcane mastery • Bonus mana conversion increased from (5% per 100 AP) to (6% per 100 AP).

Q: Overload

  • Now only levels up 5 times
  • Damage changed from 60 / 85 / 110 / 135 / 160 / 185 (+ 45% AP) (+ 3% bonus mana) to 65 / 95 / 125 / 155 / 185 (+ 50% AP) (+3% bonus mana)
  • Shield changed from 65(+5 per level) (+60% AP) (+ 3% bonus mana) to 80 (+4 per level) (+5% bonus mana)
  • Bonus damage from flux changed from 40 / 50 / 60 / 70 / 80% to all targets marked with flux in the area to 40 / 55 / 70 / 85 / 100 % bonus damage to the initial target hit, and 20 / 27.5 / 35 / 42.5 / 50% to all subsequent targets.
  • (Edit with consideration from Desperatepower and Gilgayu: Damage to subsequent targets increased from 20 / 27.5 / 35 / 42.5 / 50 to 40 / 42.5 / 45 / 47.5 / 50% bonus damage)
  • Bonus movespeed changed from 25 / 28 / 31 / 34 / 37 / 40% to 25 / 30 / 35 / 40 / 45%

W: Rune prison

  • Damage changed from 80 / 100 / 120 / 140 / 160 (+ 60% AP) (+ 1% bonus mana) to 50 / 75 / 100 / 125 / 150 (+ 50% AP)
  • Root duration changed from .75 seconds to .5 seconds (fluxed duration stays the same)
  • [New] Rune prison now interrupts dashes, dealing the initial damage again against targets it catches in a dash (Though, not uninterruptable one's like Shyvana ult)
  • Edit: Removed root duration nerf with consideration to Desperatepower

E: Spell flux

  • Damage changed from 70 / 90 / 110 / 130 / 150 (+ 30% AP) (+ 2% bonus mana) to 60 / 85 / 110 / 135 / 160 (+ 45% AP)
  • Cooldown changed from 3.25 / 3 / 2.75 / 2.5 / 2.25 seconds to 5 / 4.5 / 4 / 3.5 / 3 seconds.
  • Edit: Cooldown changed from 5 / 4.5 / 4 / 3.5 / 3 to 4 / 3.75 / 3.5 / 3.25 / 3 seconds (With consideration from Desperatepower and Gilgayu)
  • [new] Ryze can now hold 2 stacks of Spell flux (1 second cooldown between uses)

R: Realm warp

  • [New] Now has 3 levels
  • Range changed from 1750 / 3000 to 1750 / 2500 / 3250
  • Cooldown changed from 180 at all ranks to 180 / 160 / 140
  • Channel duration changed from 2 seconds to 2.5/2/1.5 seconds
  • [Removed] No longer teleports minions (With consideration from Desperatepower and Gilgayu)

If you disagree with something I'd rather have you tell me why rather than just leave a downvote. I like ryze and I think his kit is really intuitive, but Riot's already moved on from him so I'd love to hear your thoughts.

3 Comments

Gilgayu1/4/2019, 9:28:31 PM1 votes

Interesting changes. Right now Ryze has a decent early (if you know how to save your mana) and mid, and god-like late.

I'd say the biggest change is probably the chargable e. Right now, late game Ryze's full damage combo is e q w q e q. Now you allowed it to be e q w q e q e q, or it can be a disgusting e w e e q (where you hit at least half of their team). I believe you foresee this (or maybe not...), and that's why you decreased the damage of q on subsequent targets.

Decreasing his q damage on subsequent targets, however, would crush his lane phase. Currently the safest way to trade (for me, I am no Ryze main challenger lol) is you e a dying minion, let it spread to the enemy champion, and q. This is very easy to deny by the enemy laner, but if you are able to hit this they are highly unlikely to be able to punish you.

Ryze also has no tool for wave clear beside e e q, and changing it would be unwise.

Changing the minion aspect of his ult also isn't the best idea. Although that aspect is rarely used, it is still very useful to (for example) take 2 inhibs really quickly.

I believe Riot moved on from Ryze for a good reason. He is extremly weak for those who never played him, but when he is mained as a one-trick, you would question if CT did the last rework.

Btw can you check out my post discussing (but in reality it's just me listing the items I came up with) possible new "conditional items." I really hope to get some opinion since balancing the game around items is just as important as balancing around individual champions.

DesperatePower1/5/2019, 6:30:07 AM1 votes

So, I'm a Ryze main and I've dabbled fairly extensively in rework concepts.

Passive change: Kinda irrelevant but its a nice buff

Q: Damage increase will make it burst REALLY hard especially with the E damage increase buffed The shield is changed around a bit with scaling, not bad, increases the effectiveness of Tank Ryze which I like to see.

Flux interactions is interesting, basically like current flux but weakened on surrounding targets. It will significantly weaken his lane phase, which I suppose the shield and ms buff is for.

W:

Damage lowered, fair enough. Root duration lowered but stops dashes? I mean its okay but I would prefer to just have the longer root duration without it stopping dashes since 0.5 is nothing for most champions. If you went through with this you'd need to decrease the cool down substantially.

E: Nerfed cool down, but higher damage and holds 2 (with a 1 second wait in between). Honestly, it'd be better to keep it mostly the same. Since Ryze's kit relies pretty heavily on this ability. And in drawn out team fights I'd consider it a nerf.

R: Higher late range, decreased cooldown and decreased channel. Also, you got the minion thing mixed up, it is one of the main uses of it in solo que AND pro play since you can use it to move up minions quicker and take towers.

No, the problem with this ult in pro play is 4 man gank setups botlane which this hinders a little bit but doesn't fix. Removal of the minions thing makes it even less useful in solo que then it currently is. Not saying Ryze's ult is weak, but it is just abused much harder in the pro scene.

Overall, these proposed changes don't fix any of Ryze's issues except maybe his waveclear. It was an interesting read though and I will not downvote you. :)

Always appreciate blue man mains looking to fix him even if Riot wont