Mini-Rework CONCEPT for Lux's Ability Kit

Stacona··1 votes·246 views

I like playing as Lux, cool champion, feels satisfying, but there are definitely unhealthy gameplay patterns in her kit and that is what I want to address while helping her out in some areas at the same time. So a change to Lux for the better for both the user and opponent, but one that keeps her general gameplay around.

Remember that if you dislike something then downvoting does absolutely nothing for me and I need you to talk in a calm and reasonable matter while sharing your thoughts in a non-emotional state. Give feedback and suggestions on how to improve the post for the future, that is all.


Attack Range: 550 units Attack Speed: 0.645 +2% per level Movement: 335 units per second


Prismatic Barrier (Passive): Range: 700 units Lux's basic attacks against an enemy champion or epic monster grants her 1 charge of Prismatic Barrier, up to a maximum of 3 charges at a time.

Lux's spell casts will consume 1 charge of Prismatic Barrier per cast to shield herself and nearby allied champions for 20 - 60 (+30%AP) shield for 3 seconds, stacking up to 3 times.

Light Binding (Q): Cooldown: 14/13/12/11/10 seconds; Cost: 50/55/60/65/70 mana; Range: 1200 units Lux releases a sphere of light in the target direction, dealing 60/90/120/150/180(+50%AP) magic damage and immobilizing the first two enemies struck for 2 seconds.

Illumination (W): Cooldown: 8/7/6/5/4 seconds; Cost: 40/45/50/55/60 mana; Range: 1400 units Passive: Illumination can be cast when nearby enemies are movement impaired.

Active: Lux applies Illumination to all nearby movement impaired enemies for 6 seconds, revealing them and causing Lux's other abilities or basic attacks to detonate Illumination on that target to deal 60/90/120/150/180(+50%AP) bonus magic damage. Lux gains 20/25/30/35/40% bonus attack speed for 4 seconds upon activating Illumination.

Final Spark will apply Illumination to struck enemies.

Lucent Singularity (E): Cooldown: 8 seconds; Cost: 50/70/90/110/130 mana; Range: 1000 / 350 units Lux sends an anomaly of twisted light to the target location for up to 3 seconds, slowing enemies within the area down by 25/30/35/40/45% and becoming more powerful as it remains in play.

After 3 seconds or upon casting Lucent Singularity again, the twisted light will detonate and deal 20/35/50/65/80(+30%AP) to 60/105/150/195/240(+90%AP) magic damage based on how long it charged for. Maximum damage occurs after 2 seconds.

Final Spark (R): Cooldown: 80/65/50 seconds; Cost: 100 mana; Range: 3350 units After gathering energy for 1 second, Lux fires a giant laser in the target direction, dealing 150/225/300(+120%AP) magic damage to struck enemies.

If Lux gains a kill or assist within 2 seconds of Final Spark damage a target then 30/40/50% of the cooldown is refunded.


5 Comments

Final Spark Lux5 votes

Seems to me like you super-nerfed the numbers and just moved a lot of stuff around. Personally I think this would feel clunky and un-enjoyable to play. I don't personally think anything needs to change, but Riot has some things in the works anyways. Here's my opinion on this:



Passive: Requiring auto attacks to gain shield charges doesn't make too much sense and doesn't mesh well at all with the kit. The thinking behind my current passive is to give incentive to get in closer to attack for more damage. If you don't take damage in the first place because you have good positioning, and passive does nothing more than shield, it basically makes the passive useless, especially given the fact that the numbers are so incredibly low and that it forces you to stack ontop of allies before using it if you want maximum effectiveness. What if running to allies puts you out of range for your spells, but they need a shield in the moment, so you throw your spells out? Well it saved them for a second, but now the enemy is closing in and you have nothing to combat that. Etc.

Q: All you did for Q was nerf the values extremely hard here.

W: Very awkward to require champions already be impaired as well as giving AS as a stat since it really isnt necessary. You'd have to land a spell before being able to use this, and since the numbers on everything else are extremely low, it wouldn't make up for losing it as a passive. Currently you can get 3 passive procs off in a rotation. You'd be lucky to get one here. Overall clunky imo

E: A charge mechanic is something they're already looking into, but I don't think nerfing the duration was necessary here, and the base values before it's been charged are extremely low. You'd do more damage with 2 auto attacks than you would would with one uncharged E, and even fully charged it's doing less damage than current E is.

R: Again just more super-nerfed numbers.

I'm honestly not sure what your goal with this concept is. The current style is supposed to be strong in control / support aspects. Are you trying to make it more magelike? This forces you to make very awkward decisions and kills the core gameplay style. Personally, I think Riot is already going in a good direction with the few changes they're coming up with. Changing the kit like this would also anger a lot of people.

Stacona1 votes

I shifted her damage into ratios rather than base damage. Besides for that I just want E to be less free damage and needs to heat up for more damage than it is now, which helps her waveclear out.

E I shaved off 2 seconds from the duration and lowered the cooldown by 2 seconds, so you have slightly more slows which also helps with wave clear since your E is off cooldown sooner as well as the heat up does more damage. I think it be cool to throw out E for the slow, that helps land your Q, and the snare lands your heated up E. Her overall burst is higher here which that is what I think of Lux is as a super strong late game burst mage with utility to help her team, Orianna on the other hand is less damage for a lot more utility and a lot less burst for more sustain damage.

R - is 300/400/500+75% AP now and I have 150/225/300(+120%AP), so buff after 400 AP, but you also factor in the illumination proc does 30% more AP damage which the ult still re-applies afterwards as well so that is 60% more AP and easier to detonate since spells detonate the proc as well as basic attacks so your combo could be something like EQWRE and you get the kill from it.

The shield to her passive rewards her for being in attack range to the enemy and just makes it feel better to use, makes her slightly less safe. So if she sits outside her AA range the entire time then no shield for her, if she harasses the enemy with autos then she gets rewarded with a stacking shield every time she casts an ability. If you constantly play with weaving in attacks and spells then you can always have a shield up by giving up really long spell range safety for it.

Stacona1 votes

Idea behind Q is because of E, make your combo of using Q+E together a lot better, but weaker when used on their own.

The problem with her shield is that is feels just completely random to her kit, but most shields are like that. The shield her stacks to 60 - 180 +90%AP for 3 seconds. I was trying to go for kit synergy, but I definitely think E should deal less damage initially and ramp up over time, reaching max damage with the snare's duration for that great Q+E synergy and make the spells a lot less good when used in isolation of each other.

Nah, you are right about the passive should stay as the passive. I still want the shield to feel like it actually contributes to the kit rather than something that is just there. Also Lux should be a solo laner, another reason I focused on higher ratios and lesser base values, this also ensures her power is weak early and very strong late game for that clear window of when to beat her before she just explodes and takes over the game with her items.

Final Spark Lux4 votes

Lux should be a solo laner

The designer made the kit with control and support emphasis in mind. I don't think solo lane was ever intended to be the norm.

There's no need to ever need to weave in auto attacks because you changed that with this idea. If you're solo, you use positioning and range to your advantage. You don't need to auto because you made it so abilities could proc the illumination charge. It makes the passive pointless if you position well and use the range properly.

Using E into Q is already a common combo, and it currently does more damage live than this does with a fully charged E. The problem Riot is currently trying to solve is the weak early game. A combo would do less damage than it does now, no matter how you look at it.

Overall even with number tweaks, I feel like this would make things feel clunky while making other aspects of the kit useless, and it's really not necessary to rework a champion that has remained relevant for the past 8 years without anything but slight QoL changes / buffs here or there.

I think if you feel there are unhealthy patterns in the kit, you should be specific about what those patterns are, and try to work at adjusting them first before changing an entire champions kit. It confusing that you'd claim that it's cool / satisfying to play, only to turn around and say there are unhealthy patterns without being specific about what those patterns are, and then making a concept that fundamentally does the same thing, albeit with significantly reduced damage overall and everything moved around. I just don't think this is the right direction to take.

Stacona1 votes

To fix her early game you don't make her stronger against champions, you make her weaker and give her tools to help her get to late game like having her E to consistently last hit backline minions. Trust me you help her get to late game and her having a weak early game does not matter since she has long range and wave clear, she still has to walk up to proc her passive on melee minions, but it helps her get through the early game.

You make a late game champion somewhat strong early game and they become downright broken. You give a late game champion ways to get to late game then there is balance to that because at least there are ways the opponent can try to win the game before late game hits.

Her E instant poke is the problem, so forcing a heat up time fixes that and adds better synergy with her Q while allowing her to one hit backline minions with more AP ratio when at max damage. The other problem is make her shield a part of her kit and not feel random to her kit. Shields in general need to find a way to add some kind of skill element to them because they are too bland and samey to each other, and even in Lux's case of line skill shot shield does not fix that, even if it is something where the return shield is weaker initially, but can be equalized or way stronger based on consuming her passive marks on the way out and on the way back re-applies passive procs so Lux can detonate them and has durability from a super shield for applying a bunch of marks and gathering them with her E.


Lux is a utility mage, so she is going to be supportive no matter what, but her main goal is being a long range late game burst mage.

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