[Rework Concept] Annie, the Dark Child
Hello, Board Users! Today, I am coming to you with some ideas to change one of the most butthurt cahmpions in the league. The Child that is darker than s*tan's butthole.
http://static.zyra.cc/img/skins/1215/annie_0.jpg
Well, not really. She is on fire. Literally, the girl on fire. But her gameplay? Uh-huh. She is one of the most basic mages in the game, and the skill floor and ceilings are so close to each other that its not even funny. Especially with the last change to her stun indicator - new players benefitted from it, but the laning annie is just terrible now at high ranks - noone even comes close until you cast stun, unless you are in the bush the whole game waiting to instakill. And then, her burst-cooldown problems roll in, which are not even compensated by her E. So...
I thought, like with my other posts, I will just throw some ideas out there and see what happens. Here we go.
ISSUES THAT I THINK SHE HAS
- Burst-only type of gameplay, which is a "roll face on the keyboard after flash" type of gameplay, and when you're done, you can't do anything else.
- Tibbers is the key to persistent damage. Which is, if you fail your cast and fail to stun your target, you can just go back and run around helplessly for 180 more seconds.
- Literally single defence spell that doesn't fit the character design at all, and makes no sense on the kit. No reasonable damage, no reasonable defence. Given other damage sources, unreworkable and unbalanceable.
- 3-cast burst down of any carry, dependless of their build, if you have Void Staff. Counterplay much? Still wanna nerf Zed? Or, better, Irelia?
- Literally no chances against hard-controling tanks, that build a bit of tenacity.
- As an outcome of strenghths-weaknesses ratios: 50-50 win or fail in every game, depending on if they have a powerful tank. If they do, you're screwed, if they don't - they are screwed.
- Farming without your Q is barely possible. Basic attack wind-up just forces you to waste your stun with your Q on that last minion that is left low-health and all your creepwave is focusing it. And then waste 150 more mana stacking that stun, so you have at least some defence before you get dived and killed. Sweet!
MY IDEAS
Changes to basic attacks She needs a cut in the wind up of her AAs, and that's about it. Making it faster doesn't feel necessary, but will feel like a good improvement to quality of life for her. Depending on farming with Q doesn't always end well.
Changes to abilities
http://ddragon.leagueoflegends.com/cdn/6.12.1/img/passive/Annie_Passive.png
- [P] - Pyromania -
Stuns targets that have been hit by 2 abilities within 2 seconds.
So, the problem with Annies stun is that it has no window for her opponents to react. Like, at all. She jumps in with the flash/protobelt, and bam - you're stunned. And then dead, apparently. So, I wanted to give enemies a little window to escape. But there is a trick: since you now have that, Annie can bait control-removing spells from people with mind games. I will flash and chain 2 of my abilities to stun you... or will I? Since there are no more obvious stacks, and you are upping the skill ceiling. What a treat to a competitive play!
- New - "Need Some Windows" -
every 4th ability stuns its target-> landing two abilities on the same target within 2 seconds will stun the target for 1.5/1.75/2.0 seconds (on levels 1/6/11). Cooldown on the same target: 5 seconds.
- New - "Need Some Windows" -
http://s3wc4.goplay.com/wysiwyg/2016/03/29/Disintegrate-Q-ability-Annie-build-guide-season-6.jpg
- [Q] - Disintegrate - Two charges. Killing a unit with the ability grants additional charge. Damage increases by percent with each re-cast. Her problem with the Q is that, as long as you're not someone with a spell-blocking wall or shield, this spell is undodgeable, and is a nuke within itself. Like, come on - half-delete any carry in late game with one Q? With no chance to dodge it on their part. This is just ridiculous - no risk, high reward. I decided to add some risks, but also make the reward a bit bigger. With re-cast mechanic to this spell, dividing and, in the end point, increasing the damage of Q makes for another change - make Annie stick to target for just a little bit, and reward her for it. As well, again, giving enemies a window, to react a little bit to what is happening. Also, additional charges on kill - way to make that last-hitting damage persistent, and additional wave-clear potential.
- Damage:
70/115/160/205/250(+85% AP)-> 60/80/90/120/140 (+50% AP). - Cooldown:
4-> 8 seconds. - New - "More Fireballs" - Annie can re-cast Q up to 1 more time within 2 seconds after first cast, with a delay of 1.5 second.
- New - "Exciting Pyromania" - Killing a unit with this ability grants an additional free re-cast and refreshes the re-cast timer. Deals 15% more damage with each re-cast. [NOTE]: Annie has 2 seconds after each re-cast to perform another re-cast. Ability goes on cooldown after max # of re-casts is reached, or the time for re-cast is out. CDR reduces the delay between Q re-casts.
http://s3wc3.goplay.com/wysiwyg/2016/03/29/Incinerate-W-Annie-build-guide-s6.jpg
- [W] - Incinerate - Casts in a wave fashion. Base damage and scaling down, but besides dealing initial damage, burns targets for % of their HP over time. What I wanted to do here, is to give her more of a feel of a flame. Incinerating actually sets someone on fire. Duuh. As well as a little design tweak to make it spread in a cone rather than just appear, it now sets enemies on fire. Squishy targets won't feel the difference, but there's some viability against tanks!
- New - "Actually spreading fire" - Now spreads in a cone with a speed of 3000 units. Still fast, but at least feels like it's not appearing out of nothing. Still not a projectile, though!
- New - "Actually Incinerating" - Applies "Incinerated" de-buff to champions hit, burning them with magic damage for 3%(+1% per 100 AP) of their max HP over 3 seconds.
- Damage:
70/115/160/205/250 (+85% AP)-> 70/110/150/190/230 (+80% AP) magic damage.
http://www.mobafire.com/images/ability/annie-molten-shield.png
- [E] - Molten Shield -> Molten Shield/Fire Outbreak Shields Annie for an amount. If broken, explodes, pushing enemies away from Annie and dealing magic damage. Since her E is currently just a plain damage reduction and deals basically no damage, I decided to add a little kick to it - not a full damage ability, not a completely controlled defense ability. Something safe against jumpees (I see you, Rengar), and something that not-so-much matters for mages that basically counter her. A safe choice that is a good defence against assasins and is a good addition to the safeness of the kit.
- Cooldown:
10-> 22/20/18/16/14 seconds. Now reducable with CDR. - New - "Now, actually, a shield" -
16/22/28/34/40% damage reduction-> shields for 60/80/100/120/140 (+20% AP) HP. - Shield Duration:
3-> 2 seconds. - New - "Fire Outbreak" - When broken, the shield explodes, dealing 60/85/110/135/160 (+40% AP) magic damage to enemies within 300 untis from Annie, and pushing them to the radius of 300 units away form Annie.
http://ddragon.leagueoflegends.com/cdn/6.12.1/img/spell/InfernalGuardian.png
- [R] - Summon/Control: Tibbers Has exact same movement speed as Annie out of combat. Some new animations to fit the design The change to movement speed is just a quality of life change. Because now you can be sure that Tibbers will not be five miles away when you need him, running away on Janna's passive.
- New - "In your face" - Annie throws her stuffed bear to the location of spawn, not having the bear for the time Tibbers is alive. When Tibbers dies, he shrinks back into a stuffed toy, and the stuffed toy returns to Annie, like Sivir's blade or Dravens axe.
- New - "Won't lose him again" -
Gains movement speed when moving toward Annie-> Tibbers will always have the same movement speed as Annie at any given point out of combat.
This kit may be too strong, or may be too weak. But I tell you what - it will be a lot easier to tweak and balance than what we've got now. There are a lot more conditions to change and numbers to toss around, than the plain damage numbers we got in the current kit.
So, please, let me know, what do you think of this, down in the comment :)
And, please, check out my other creations: [Rework Concept] Teemo, the Swift Scout [Champion Concept] Luka, the Child of Kaladoun [Champion Concept] Senna, the Lanterns Light
Thank you for your attention! GL & HF on the Fields of Justice! :)