Mini-Rework CONCEPT for Lux's Ability Kit

Stacona·4/6/2018, 12:05:19 AM·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 Lux4/6/2018, 12:31:31 AM5 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.