[Round Two] Mini-Rework for Lux's Ability Kit
Just give me proper and actual feedback, and do not respond emotionally at all (looking at you mindless downvoters), rather than downvote actually say what is on your minds so I know what to improve on. Give some rational behind my ideas:
~ Passive - Overall this is fine, I like Lux being in her AA range incentive ~ Q + E - stick these together, I want them to be less good as stand alone spells but way stronger when you properly use them together ~ Shield - Just anything that makes this ability belong on Lux's kit that does not feel random, passive procs, Q, E, and R all scream about Lux being this long range poke mage and then she randomly has an AoE shield on her kit that is not even set up in a way that makes any sense for it, it just happens to be another skill shot for a skill shot kit ~ E - I want this to be less free damage and poke, but help her one shot those pesty backline minions on a more consistent game to game basis with ability power, so in other words even more damage than it does now, but to get that damage off against champions you need to land your snare ~ R - fine ability, need to land your crowd control to really help it land, or an allies' crowd control; probably more focus towards scaling rather than base damage to cement weak early game and strong late game because a champion that scales super well should not have any kind of even a strongish early game, and if her waveclear is improved slightly then that is the thing that helps her get to late game
Basic Attack Range: 550 units Attack Speed: 0.645 +2% per level Movement: 325 units per second
Illumination (Passive): Lux's abilities mark struck enemies with Illumination for 4 seconds, granting her 20%(+4% per 100AP) bonus movement speed towards illuminated champions. Lux's basic attack will detonate Illumination and deal 10 - 80 (+70%AP) bonus magic damage and grants herself 20% bonus attack speed for 1.5 seconds. Illumination reveals its target.
Illuminated minions below 35% health are executed when detonated, below 20% health for large minions.
Light Binding (Q): Cooldown: 13/12/11/10/9 seconds; Cost: 50/55/60/65/70 mana; Range: 1200 units Lux releases a sphere of light in the target direction, stopping at the first two enemies struck, dealing 60/90/120/150/180(+50%AP) magic damage and immobilizing for 2 seconds.
Prismatic Barrier (W): Cooldown: 11 seconds; Cost: 50 mana; Range: 1400 units Lux throws out her wand in the target direction, unable to basic attack until she catches her wand, shielding herself and struck allies for 40/60/80/100/120(+30%AP) shield for 3 seconds and gathering Illumination on the way out.
The wand begins to reverse direction and returns to Lux, granting a shield to all struck allied champions and Lux for 20/30/40/50/60(+15%AP) additional shield plus an additional 20/30/40/50/60(+15%AP) shield for 3 seconds for every Illumination gathered. Prismatic Barrier applies Illumination against struck enemies on its return.
Lucent Singularity (E): Cooldown: 10/9.5/9/8.5/8 seconds; Cost: 50/70/90/110/130 mana; Range: 1000 / 350 units Lux creates an anomaly of twisted light at the target location, slowing enemies within the area by 25/30/35/40/45% for 4 seconds and powering up over time.
After 4 seconds or upon activating Lucent Singularity again, Lux detonates the twisted light, dealing 20/35/50/65/80(+35%AP) to 60/105/150/195/240(+105%AP) magic damage based on how much power was gathered, reaching maximum damage over 2 seconds.
Final Spark (R): Cooldown: 80/65/50 seconds; Cost: 100 mana; Range: 3350 units Lux gathers energy for 1 second and then fires a giant laser in the target direction, dealing 150/225/300(+120%AP) magic damage to struck enemies.
Final Spark will both detonate any Illumination on struck targets and re-apply Illumination to every enemy struck.
NOTE: Prismatic Barrier will move slightly faster than it does now since it has to cover more distance, more range to make sense with using it offensively against enemies and still shield allies on the return. This is in an attempt to try to make the shield require some type of skill factor about it and make it synergy with the kit to some extent and feel less random. Gather Illumination consumes it, the return will apply Illumination which makes more sense to having the shield as you protect yourself for being close to the enemy.