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Originally Posted by D35tr4cti0n
Ghouls should no longer lose HP/s, but have their duration capped at 5 seconds. Ghouls should be able to benefit from aura's.
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I agree that ghouls need to be more sustainable, though I feel that losing their natural DoT-based lifespan completely would break them. With enough health and only a little CDR, two-out-of three of them could be kept up indefinitely so long as the enemy team isn't
constantly focusing them. If such a change were to be implemented, it'd require longer and more punishing cooldowns for Yorick, which sounds like a bad idea; he'd be largely useless for the rest of the team fight as soon as his summons are killed, and would fall into the same pit that Riot was trying to avoid (pet-based with effectiveness hinging only on whether the summons are alive.)
Most friendly auras are specifically applied to only champions, but I agree that Aegis should work on the ghouls. The fact that it doesn't is likely a glitch.
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Originally Posted by D35tr4cti0n
Unholy Covenant- Ghouls should also increase Yorick's Armor and Magic Resistance by 10 for each. Ghouls also receive 5/10/15(+30% of Yoricks Armor and magic Resistance)
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Yorick receiving defense buffs from his ghouls seems like a solid plan. It would facilitate the "ghoul up and charge" method that Yorick uses to get into fights. Though, again, it could get a little out-of-hand if Yorick's ghouls are too easy to persist.
Also, it may indeed be a good idea to have some additional form of defense scaling for ghouls, as it would open up more build options for Yorick (Frozen Heart, anyone?)
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Originally Posted by D35tr4cti0n
Omen of War- Add a buff for when he activates the ability and is ready to strike that gives bonus Move Speed, but shorten the duration of the "Readied Strike" period. Upon striking an enemy when activated it stuns the enemy for 1 second and nearby enemies in a very small radius around the target for half the duration of the target's stun. When under the effects of Omen of Death the Ghouls will gain 15% Magic Damage from your AD and reduce Armor and Magic Resistance to all nearby enemies by 30.
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Too much. Yorick already has an ability whose primary benefit is an AoE slow, and adding a stun (let alone a splashing stun) is overkill.
The movespeed buff being on-hit only is a common complaint, and having it handled more similarly to Garen's Decisive Strike could be a good solution. the benefit from the ghoul itself being a "persistent" version, similar to how Omen of Pestilence has two versions of its slow.
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Originally Posted by D35tr4cti0n
Omen of Pestilence- Increase the Radius upon casting along with a slight increase of casting range. When under the effects of Omen of Death the Ghouls will reduce all enemies healing and regeneration by 50%.
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I'd hesitate to make Yorick actually capable of
outranging most casters. Remember that the AoE radius, too, is part of the spell's effective maximum reach. I've had no problems with the current range/radius.
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Originally Posted by D35tr4cti0n
Omen of Famine- Increase the cast range. When under the effects of Omen of Death the Ghouls will give 20% LifeSteal and Spell vamp to all nearby allies
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See above. The current range, while shorter than that of some dedicated ranged casters, is still good enough for a melee champion.
The ghouls buffing your allies seems unnecessary. Can't the tombstone/ult itself do that? Plus, the amount is pretty extreme. But that leads into my biggest problem with these proposed changes...
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Originally Posted by D35tr4cti0n
Omen of Death- Should be reworked entirely.
My suggestion: Summons a Tombstone at target area for 5/6/7 (+1 per 70 AD) seconds with 10% Damage Reflection, 50 Armor, and 100/200/300(+30% of Yoricks Maximum Hit Points) that gives your minions additional benefits, drains 3/4/5% (+1% per 100 AD) hp per second from enemies in the area that regenerates the tombstone for 50% of the amount drained, Slows 10/15/20% Attack Speed and Movespeed, And causes your Ghouls and allied champions within it's radius that die to explode for 5/10/15%(+1% per 50 AD) of their Maximum HP dealing magic damage. Upon destruction of the tombstone or end of it's duration it heals all allies within it's radius for 150/250/350(+2 per AD) and deals 50% of that amount to all enemies.
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I'm sorry, but this is
ridiculous. You want an AoE totem that simultaneously buffs your ghouls
a lot, buffs your team
a lot, has damage reflection, has lifesteal, deals
a lot of %-based damage over time, enables
huge %-based nukes with 5-second timers (which also already have their own DPS anyway), CCs the enemy team
a lot, and then finally heals your entire team and nukes everyone else
A LOT?
Yeah, no. Sorry, can't endorse that. Pick one or two of the above listed effects and maybe it'd be reasonable. Or else slap a "once per match" cooldown on it...
I know this isn't the most constructive criticism I can offer, but I honestly thought this was a joke at first.