Zoe, the Playful One
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I absolutely hate her W. This ability is not only lackluster, bland, and boring, but it is just not fun to use and takes up a spell slot that offers no synergy with the kit. The other part that is just frustrating and makes it impossible to balance is stealing item actives and summoner spells. So the only people who find this enjoyable is because they enjoy using broken spells, but the ability in of itself is poorly designed and just not fun to use, while offering nothing about it that goes with Zoe's kit.
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For her passive. This can be given a brand new ability and have something that is fun and interesting for the player. Overall, there is nothing inherently wrong with her current passive ability, but for the sake of this concept I will be presenting an entirely new ability that is hopefully more interesting and fun to use for the player and feels more engaging.
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I love Zoe's Q! Is it implemented the best possible way? Probably not, but the overall concept of it is great and if anything would only need small tweaks to make it a perfect ability for the champion. I do want the ability to play more off a playful element to it, keeping in mind of it still being lethal.
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I love her E and the name Sleepy Bubble Trouble! The problems with it is mainly the wall interaction which makes it bad to use for the user and especially the opponent. It makes it bad for the user because it makes the innate range shorter than it needs to be and bad for the opponent because the wall mechanic makes it frustrating and bull crap to play against.
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So what I would do for her E is increase the range and remove the wall mechanic entirely, making it a better experience for the user and especially the opponent with a more streamlined and consistent experience of what to expect from the champion and remove the random trap / bubble on the ground mechanic. The other change I would do is greatly reduce the drowsy time which means the target falls asleep much quicker and make the sleep more interesting of a crowd control. So the bubble no longer deals damage directly and wake up damage is up to massively increased, but only deals magic damage, the sleep duration is also increased, and the damage is non-linear and linked to sleep time, the longer the target is asleep for the less damage wake up does with waking up naturally (end of duration) dealing 0 damage - so the value is stated and waking the target up is between 100% to 1% of that damage based on the remaining sleeping duration (instant wake up being 100% of the damage). ~ This makes the ability more interesting in deciding between using it as crowd control and being utility only or using it as a very high damage single target skill shot nuke on a delay. Also rewards skillful, quick, and confident play when going for the damage and relying on your skills of landing your skill shots.
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My real only gripe with her ultimate is lackluster feeling of ranking it up. Now with other changes in play to help better balance Zoe, she can have power added to her ultimate and not make her broken, even if it is something simple like a short duration shield (I also plan on giving her less overall mobility, I do not count her ultimate as a true mobility spell). I do not think the ultimate on its own makes playing against Zoe frustrating, it is just the other current abilities that do that which can make her ultimate seem annoying when it is not the problem at all.
Attack Range: 600 units Movement: 340 units per second Attack Speed: 0.615 +3% per level
NOTE: Paddle Star has a range increase here to aid in its new play pattern for the user, but does not move any faster and no longer explodes on contact with an enemy.
Spell Thief (Passive):
Ranks: @levels 1/6/11/16; Range: 1400 units
When enemies cast their abilities, Summoner Spells, or item actives they will drop a Spell Shard near them for up to 7.5/10/12.5/15 seconds.
Spell Shards grant Zoe 10%(+5% per 100AP) bonus movement speed when moving toward them and when collected will reduce the cooldown of her own Summoner Spells and item actives by 1 second.
Paddle Star (Q):
Cooldown: 9/7.5/6/4.5/3 seconds; Cost: 60/75/90/105/120 mana; Range: 1000 units
Zoe summons a shooting star in the target direction, dealing 18/26/34/42/50(+20%AP) magic damage to all enemies it passes through. The same target can only be damaged once.
Zoe can cast Paddle Star again to redirect it in the target direction traveling past based on the Zoe's location, up to a maximum of 5 times, and multiplying the damage for every redirection. Maximum 108/156/204/252/300(+120%AP) magic damage after the 5th redirection.
Bubbly Star (W):
Cooldown: 18/16.5/15/13.5/12 seconds; Cost: 40 mana; Range: 800 / 500 units
Zoe creates a large, heavy Bubbly Star at the target location for up to 5 seconds, revealing the area around it while stopping and slowing enemies inside by 35/40/45/50/55%.
Bubbly Star will also absorb Zoe's other abilities if they strike it, causing it to explode after 0.5 second delay and applying either Paddle Star's current damage or Sleepy Bubble Trouble's Drowsy and Sleep to nearby enemies. Can only absorb one ability.
Sleepy Bubble Trouble (E):
Cooldown: 13/12/11/10/9 seconds; Cost: 70/80/90/100/110 mana; Range: 1000 units
Zoe hurls a bubble in the target direction, stopping at the first enemy in its path, causing them to become Drowsy for 0.75 second and slowing them for 15/20/25/30/35% increasing to 99%.
After 0.75 second of being Drowsy, the target falls asleep for up to 3 seconds. If the target receives tower or champion damage, then they wake up and are dealt up to 60/90/120/150/180(+80%AP) magic damage, the longer they have been sleeping for, then the less damage is dealt. Targets that wake up on their own do not receive damage.
Targets woken up by Zoe's damaging abilities are dealt double damage, up to 120/180/240/300/360(+160%AP) magic damage.
Portal Jump (R):
Cooldown: 12/11/10 seconds; Cost: 50 mana; Range: 575 units
Zoe creates a portal and teleports to the target location for 1 second and then returns to her original location, unable to move in the process.
If Zoe teleports into her Bubbly Star then it absorbs into her to heal her for 90/130/170(+70%AP) health and refund 20/35/50% of its cooldown.
Passive: Collecting Spell Shards reduces Portal Jump's cooldown by 0.5/1.25/2 seconds.