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Originally Posted by EnderDDT
They may /think/ he is fixed and balanced at this point.
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Yeah, but that still doesn't mean he doesn't topple after a point.
I do think a lot of weird things that make sense in an odd way. For example, his turrets do too much, so they can't be buffed in any sort of way that makes solid sense. His Grenade does a lot, but so little in reality. And his ultimate, well, I've been saying it all over this thread.
They nerfed his 30% cooldown reduction at some point I know, but the Ulti itself is useless. I mean, the slow is nice, but doesn't actually do much. The other two are just jokes.
I've come up with some creative ideas, but frankly it's Riot's game, not mine. So even if my ideas are semi-valid, it would pose a difficult time for Riot to impose them. If 1 million people think the same thing, it's one thing, however if everyone thinks something different, you can't please everyone.
His turrets are his "Fun" point, but his rockets are just as fun. His grenade used to be fun, being one of the only skills that could damage a turret, it lost it somewhere along the way. Sure it's great CC, but it's lacking that element that made it fun.
Frankly I think they need to rework the Ulti into a different skill that feels "Ultimate!". The Grenade needs a tweak to how it's applied if it's going to keep up with the game. The Rockets... well, they have minor flaws, but they're his most valid skill. The Turrets have balance issues when applied to Heim. His passive... it's nice to heal a tower, but frankly wasting that much time (1 minute to heal a tower? 4 towers healed?) is pointless IMO (Not efficient compared to what a waste the skill is actually going to).
I think they need to separate his turrets more into something more manageable, like Twisted Fate's Pick-A-Card system, except more reliable, rather than timed.
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I had a wonky idea I've grown fond of for that, but again, Riot doesn't use suggestions as solid plans, simply because they need to cater to the widest group of players:
A system of Q>Yellow>Q>Green>Q>Red, casts upon click, allowing choice rather than hoping to get the correct one, right click to move and cancel casting, turret marked stays in cast, first Q brings up last turret picked if not-mid cast on the skill.
It would likely look like:
Yellow - Most Damage, Highest Range
Green - Lowest damage; MR and Armor Shred (2 per poke, instead of 1.), More Health, More Defense per turret, Medium Range
Red - Mid damage, AoE damage (Slightly raised radius), normal damage to minions, Lowest Range
Variance in range is by 100, assuming about 600 is max range, yellow would be 600, green would be 550, red would be 500. (This is subject to change simply because in-game measurement is a bit more difficult)
Possible 4th color:
Blue - Low damage Mid-range, Slows enemy, Larger cast range
Other effects to toss around and balance per color:
-Applies on-hits
-Has spellvamp
-Attack Speed variations or flat across?
-All current turrets deal reduced damage to towers, make 1 color excel at it?
-Base and AP ratio, making 1 turret deal more with more AP and one deal more baseline? (Likely Green would have highest Base, Yellow having highest scaling)
-Cast Radius change, higher radius the shorter the range of the turret.
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I mean, what I was thinking is that by separating what the turrets did in such a manner, Riot could more easily tweak the power and defenses up without worry of them being broken. I feel this isn't the best solution, but something similar might work better. (Maybe give him back 3 turrets, put each turret onto a skill, Q, W, E as an alternate ability that comes with his Ulti? Like Nidalee sorta.)
Frankly the issue I feel is most relevant is that he has so much stacked onto each ability, that he can't excel at anything and thus doesn't work as solidly.