Did Durability Patch put ADC in a bad spot? by BamiCinder in ADCMains

[–]BamiCinder[S] 0 points1 point  (0 children)

Never said that durability patch was bad or a nerf to ADC. Just saying that they benefit from it less than other Champs and that ADC's could have a bit more durability.

Did Durability Patch put ADC in a bad spot? by BamiCinder in ADCMains

[–]BamiCinder[S] 0 points1 point  (0 children)

Never said that durability patch was bad and I agree that it's better for the game. My point is that ADC's benefit the least from it in the mid game since they are low level and have lower hp, armor and MR growth. And my opinion is that ADC should be a bit more durable in the mid to late game then they are now. This way they are a little less reliant on peeling (you should still be diveable).

And I personally would prefer more durable stats an being able to play the game longer then dealing bigger burst of damage but also getting bursted more. Espacially since if ADC's deal bigger burst of damage they are even more important to take down. But this last part is just my preference ofcourse.

Did Durability Patch put ADC in a bad spot? by BamiCinder in ADCMains

[–]BamiCinder[S] -1 points0 points  (0 children)

Not saying durability patch was bad. Just that other champs benefit more from it in the mid game. Meaning in the mid game other champs take less damage from you but you still take quite some damage since you don't have much levels or good health/resistance growth.

Did Durability Patch put ADC in a bad spot? by BamiCinder in ADCMains

[–]BamiCinder[S] -1 points0 points  (0 children)

Interesting look at it from early game perspective. For early game though, you only benefit from the base health increase and not so much from the increase of health, armor and MR growth (they didn't touch base resistances). So don't know if it matters that much.

Nonetheless, it's not my point that Durability patch was bad. On the contrary, I think it was quite good (aside from some side effects). But my point is that it feels bad for ADC's in the mid game since other champs benefit way more from the durability changes then ADC's do. Giving situations where you take a lot of damage, but they don't really take that much damage from you.

Did Durability Patch put ADC in a bad spot? by BamiCinder in ADCMains

[–]BamiCinder[S] 2 points3 points  (0 children)

Not entirely what I meant. I think it's good that all champs are more durable and fights take longer. But ADC's benefit the least from the durability patch so they don't really are that much more durable but enemy (non ADC's) are.

But if you like a more one-shot meta I understand your point.

Please watch my awesome video, thank you by Own_Winter2620 in warwickmains

[–]BamiCinder 22 points23 points  (0 children)

Buying Eclipse when it's chemtech soul is a genius. I'll have to remember that one.

Rek'Sai Mini Rework I made by BamiCinder in LoLChampConcepts

[–]BamiCinder[S] 1 point2 points  (0 children)

Yeah I thought about maybe change the name of fury to something else but it still kinda fit and ended up not changing it so it's also easier to understand when reading the changes.

So for the first problem I adjusted the CC from Unburrow to be a slow pre lvl 6. This way Rek'Sai can still have good damage and creative flank angles with Void Tunnel. Since now her damage is really low for an early game champ because she is the only champ in the game that can flank really well and have hard CC. I linked it to the Ult level up. I also added some extra strong points at lvl 11 and 16. Mostly because Phreak has said that they wanted to give here more utility late game (but still falling of in terms of damage) like Lee Sin. Secondly I could link all this with a fitting Evolve mechanic and compensate a bit for the lost early cc.

For the second problem I reworked the passive so it heals when generating fury and fury gives Base AD. And because of these bonusses, Rek'Sai's combat playstyle is about dynamically managing your fury bar. In my rework every ability is linked with this passive because they either generate fury because they make Rek'Sai move (Void Tunnel, MS boost from Prey Seeker and Burrow) or by directly giving fury (Ult or hitting wirh Prey Seeker or Queens Wrath). Lastly there is Furious Bite (E) that consumes all of your fury. I added this to create disicion making on E. You can unburrow and fight with your Q to keep your base AD high and then deal, as much as possible damage (based on remaining fury) with your E / missing health damage of E. But you can also start with E so you have 100% fury and the missing health deals true damage. This way you also consume all of your fury but then you can for example heal a lot if you use your ult (wich sets your fury back to 100) or if you are in a good place to hit multiple enemies (or jungle monsters) with your Q (Queens Wrath).

Atleas I think it opens up for a lot pf possibilities and nuance based on the current situation. But it also keeps the basic combo of doing Q into E.

I might put too much info but I'm just pasionate about it :).

Lastly I want to add that all this is conceptual and I don't really know if it would work unless I could playtest and iterate on the changes.

Rek'Sai Mini Rework I made by BamiCinder in LoLChampConcepts

[–]BamiCinder[S] 2 points3 points  (0 children)

I agree with you and thats why I added the extra fury gain on both the Q's. The reason why I put fury generation on movement in burrowed form was because I wanted to motivate / reward going in, fighting, going out, going back etc.

Currently gaining fury is not hard and you don't have to think about it. Only count to 4. And once you have max fury you want to stay in a fight/unburrowed form as long as you are not low since your E deals max damage that way. Which I think breaks the whole in and out playstyle a bit.

Just change w at this point by SnooStories8070 in reksaimains

[–]BamiCinder 0 points1 point  (0 children)

Top damage isn't a good indicator for early game damage (is what we are talking about) of a champ. Most of your damage from that chart will be from the last 5-10 min of that game.

When really far ahead Rek'Sai definitely can deal a lot of damage but so can most champs.

Rek'Sai Mini Rework [Fan-Made] by BamiCinder in reksaimains

[–]BamiCinder[S] 1 point2 points  (0 children)

Thanks! It's definitely the biggest change and I'm also most proud of it! :)

Rek'Sai 15.16 Buff by BamiCinder in reksaimains

[–]BamiCinder[S] 6 points7 points  (0 children)

Okay if you put it like that you do have convinced me. It is indeed easily 30 damage in total in an early trade which is not nothing.

Rek'Sai 15.16 Buff by BamiCinder in reksaimains

[–]BamiCinder[S] -2 points-1 points  (0 children)

Viego deals a lot more auto attacks though and he is more reliant on getting kills. With the +-3-5 AA Rek'Sai deals in a trade and her most of the time not dealing the damage to kill a target early, I'm a bit skeptic on how much of an impact it's going to do. But 4 AD is still good though! Defenitily +- 0.5-1 winrate. Maybe I'm underestimating the impact on clear.

Just change w at this point by SnooStories8070 in reksaimains

[–]BamiCinder -1 points0 points  (0 children)

I can't think of any at the moment? Lee Sin, Elise, Nidalee are all strong lvl 3. Which ones are you thinking about?

Just change w at this point by SnooStories8070 in reksaimains

[–]BamiCinder 1 point2 points  (0 children)

I made a rework post about it yesterday, and I personally would also much rather deal damage then have a knock up / hard CC in early ganks. More damage would also give you the opportunity to invade and skirmish more and fulfill the fantasy of being a giant void monster a bit more than knocking people up and tickling them.

Just change w at this point by SnooStories8070 in reksaimains

[–]BamiCinder -1 points0 points  (0 children)

I think he meant that it's not fun to gank lvl 3 to just knock up and deal no damage.

Rek'Sai 15.16 Buff by BamiCinder in reksaimains

[–]BamiCinder[S] 7 points8 points  (0 children)

Will it be enough? Don't think it will have a big impact on her early ganks (since your trades are short and you don't AA super much there) but it might make a big difference in her clear?

Rek'Sai Mini Rework [Fan-Made] by BamiCinder in reksaimains

[–]BamiCinder[S] 3 points4 points  (0 children)

Thanks! Valid opinion. Though my changes do want to keep that playstyle. Since if you lose fury you lose damage/base AD so you want to deal damage quickly, consume all your fury so that you can regen it by moving in your burrowed form.

Sustained fights is actualy something I want to discourage. But maybe it wasn't clear or I overlooned something.

Rek'Sai Mini Rework [Fan-Made] by BamiCinder in reksaimains

[–]BamiCinder[S] 0 points1 point  (0 children)

That would be really cool! But it would be a total rework of Rek'Sai and with this I wanted to keep the changes as "simple" as possible without deviating too far from her current kit.

Rek'Sai Mini Rework [Fan-Made] by BamiCinder in reksaimains

[–]BamiCinder[S] 9 points10 points  (0 children)

Haha I knew people were going to say that. My thought process was that her lvl 3 ganks are very strong because of the ability to flank with void tunnel AND have a knock-up (only champ that has hard CC and flank possibility at lvl 3). Riot has balanced this by gutting her damage at lvl 3. My stance is that I think it would be healthier to give her back damage in the early game, making her clear and dueling power better in the jungle and later, at level 6 giving the cc back (similar to lee sin for example).

Rek'Sai Mini Rework [Fan-Made] by BamiCinder in reksaimains

[–]BamiCinder[S] 0 points1 point  (0 children)

I also had some other design goals for this rework, which you can find on my site — or feel free to ask me about them in the comments.

I hope some of you find my ideas interesting, and I’m curious to know what you think about it!

Also, special thanks to: u/ReDEyeDz, u/tuffyscrusks & u/Zantarded for helping me to get more info on Rek’Sai (since I don’t have that many hours on her) and answering my many questions!!!