So I play the mid lane primarily, and obviously the fotm Kha'Zix players have rolled in (even after his most recent minor nerf), and I have to ask... why is the mana cost on his spike rack not higher?
Most Kha's that I see in mid max this skill first, and they get a tear of the goddess. The moment they get tear + lvl 6 evolution, they spam their spikes without ever going oom. When you consider that both of his other damaging skills have flat mana costs, both of which are 50 or below... why does he get what is essentially free poke (that once evolved is almost impossible to miss) that has such high damage, covers the entire lane, has aoe around the impact, AND heals him for a substantial amount.
Honestly I feel that if Kha chooses to evolve his spike racks first, the evolution should come with a flat 120 mana cost at all ranks. When you take into consideration how spammable this skill is, along with the AoE AND heal, it really does too much for how little mana it costs.
The last set of Kha nerfs confused me honestly, because I never felt his Q was a problem (since you can just be near minions and not take the huge bonus damage), and I was surprised when his W went untouched. Maybe someone can explain how this skill is balanced, especially around the rest of his kit that is borderline manaless. I'm not complaining about his early levels prior to getting a tear, however I feel as if he just has a bit too much all on one skill for such a low mana cost (100 at MAX rank, trivial once he gets tear).
All of this is still not even taking into account his passive which (at lvl 9) does 85 magic damage on top of the damage from his spike. So we have a skill that fires almost the entire width of the lane, and at least half the length, on an 8 second cooldown (base) that does 320 mixed damage per explosion. This is not taking into account the scaling (which by lvl 9 any Kha will have at least a brutalizer). In addition to this ludicous amount of hard to avoid damage, at rank 5 this skill heals for 160, which is ~10% of his HP per use.
From my experience the only effective way to avoid getting hit by every single use of his W is to hide behind minions... fair enough. However his spikes allow him to easily farm minion waves as well. Generally speaking assassins are not good farmers (Talon/Irelia are notable exceptions, but look at how problematic they have been to balance), so why does Kha get such a powerful spell in addition to the rest of his amazing assassin kit?
I'm not calling for Kha to be nerfed into the ground (although I would like to see that just because I'm tired of having to ban or see him in almost every game), but I do feel that he needs his damage/sustain on his W put in line. Without sacrificing the (borderline broken) damage and sustain that this skill gives, I figure a mana cost increase is the safest nerf that would not change the way this champion is played to any great extent. This change would simply force Kha to actually have to think before using his spikes, rather than just spamming them for heal and damage.
TLDR: Kha's W is too powerful for its current mana cost once evolved. I suggest a nerf to the cost so that when it is evolved, it becomes a flat 120 instead of it's usual scaling.
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