u/Basic_Beginning6682

Does LeBlanc need a mechanics rework?

Just curious what mains thinking

Edit: before rework i play her sometimes but i was interested in her kit only, now after visual and maybe lore rework, plus how she appearing in official videos i think her old kit doesn’t suit on her very good, just it, but i am not a main, just like her current lore and visual design

reddit.com
u/Basic_Beginning6682 — 10 days ago

Possibly Swain bruiser/tank rework?

I keep fantasizing about Swain
I was thinking about how to make Swain more of a tank-absorber, what do you think?

[P] - Swain can apply the "Demon Claws" effect on enemies, and when removed, he absorbs fragments of the souls of the enemies it was applied to and restores health (scales with ability power and possibly missing health of Swain, if that’s not too strong)
[Q] - Now the ability’s beams absorb the "Demon Claws" effect and pull enemies (the absorbed beam deals its damage but does not pass through the enemy).
[W] - Minimum spawn time of the Eye of the Empire reduced to 0.75 seconds and increases by 10% up to 100% for every 100 units of distance (starting from 800? units from the center of the ability). Applies "Demon Claws".
[E] - Ability range is now adjustable. Swain sends a mass of demonic energy forward, which turns into claws at the end point, returns back to Swain at a much slower speed, and has a much wider hit radius (very similar to Mordekaiser’s E). Applies 'Demon Claws.'
[R] - doesn’t heal, but deals periodic damage, gradually applying 'Demon Claws' to enemies (the frequency of application may depend on time or on damage before applying defensive stats). Lasts 12 seconds, and each absorbed soul fragment extends the skill’s duration by 0.5 seconds, up to a total of 20 seconds (all numbers are approximate and, of course, may be adjusted later).

reddit.com
u/Basic_Beginning6682 — 13 days ago

Now we have Locke cinematic and teaser for his kit

I see in new cinematic next hints for Locke abilities:
- he can throwing nails and teleport to them like Minato;
- he can go to like “spirit form” like Ocarun in Dandadan;
- he can throwing ghostbusters trap, which can pull enemies (and skillshots maybe and nails) into it, then loot it for scaling maybe
What do you think?

reddit.com
u/Basic_Beginning6682 — 27 days ago

What changes do you think Swain needs to make him a good solo laner?

I've come up with an idea for a rework of Swain's kit to better align with his character, lore, and role as a mid (or top) lane Mage Warrior.

Here's a quick rundown of how I want to improve Swain's kit, if you don't want to read the full description:
[P] - Doesn't grant bonus health, but provides additional vantage points on the map that can be consumed like regular Soul Fragments (Soul Fragments scale with AP)
[Q] - Scales better with AP
[W] - Much faster at close range, but has a lower slow; works the same at long range
[E] - Has a slightly smaller hitbox when flying forward and grabs the first champion it hits. When flying backward, the hitbox expands, but the skill hits the first enemy it hits (as it does now)
[R] - Scales only with AP, provides little ongoing healing, but R2 grants Soul Fragments for hitting champions and has a lower slow (optional)

[P]: Swain can absorb Soul Fragments from enemy champions with his abilities, which restore health (from Ability Power) and grant vision around him. Upon killing an enemy champion, a Raven lands at their location, granting vision in a small area around itself. Enemy champions or Swain can Basic Attack the Raven and reveal all enemies in a large radius around its location (works like a blue trinket). After the Raven is destroyed, it transforms into a regular Soul Fragment. When traveling to Swain, the Soul Fragment grants vision in a small area around itself. Additional: If the option to reveal an enemy champion when destroying a Raven is too strong, you can remove it.
[Q]: No mechanical changes, but the base damage is lower and the scaling with ability power is higher, making it worthwhile to buy more expensive items for warrior-mages and build up ability power.
[W]: The cast time and slow are affected by the range at which the skill is cast. Within the range of Immobility (approximately), the skill has 50% of the cast time and slow of the current values, and at a range of X units (e.g., 1200), it is at its maximum.
[E]: Swain unleashes a wave of demonic energy in the form of a hand that grabs the first champion he encounters, immobilizing them and allowing Swain to pull them in with E2 (I considered having his Forward E interrupt champion dashes, as if Swain were actually grabbing them with his demonic hand, but I don't know if that would overload his E, though it would be a very good opportunity for an immobile champion) and steal a soul fragment. If the ability misses, the hand claws into the ground and begins to move backwards (leaving scratches in the animation :D), exploding on impact with an enemy (E2 is unavailable in this case, and the hitbox of Forward E is smaller than Backward E).
[R]: Scaling only with Ability Power, less slow from R2 (or none at all), but hitting enemy champions steals a soul fragment.

I'm a big fan of the old Swain, back when his R was on 20 seconds cooldown and consumed a lot of mana if used constantly, and when Swain was a lane bully with a simple skillshot combo. Since that design can be considered primitive in today's world, I tried to carry over some aspects of it while keeping in mind Swain's lore (passive). I'd like his skills to be easier to combo together, since right now the only combo Swain has in lane is E+W or E+W+Q, which will likely drain his entire mana pool, and if you miss an E, your only option is usually to back off and just wait for the E to come off cooldown. With more reliable skills (like the new W and E), Swain will be able to engage enemies more effectively, since even if he misses an E, he still has a chance to land a W, since it's cast much faster in lane, or he can just go in and unleash a not-so-strong Q and a couple of basic attacks. Overall, his mid-range gameplay feels similar to Xerath's, where he uses a nearly identical W and Q, or E+Q, for example. Like Xerath, this combo would make it easier to set up ganks with the jungler in lane, for example, by slowing an enemy with W and then using E at close range to pull them in. Or you could try to hit an enemy with E at max range, so that at the end of the E's flight, the hitbox expands and the enemy is immobilized by the explosion, making it easier to hit them with W. This would make his lane phase at least a little more interesting than just waiting for his E+W to cooldown. I'd also like to shift the main healing value to his R2 to get burst healing in crowds and bring Zhonya back into his build permanently (I loved Swain's old R+Zhonya combo :D), plus it would make his gameplay a little more adrenaline-pumping when you're primarily building AP. His new passive pays homage to his new story and simply stunning visual and narrative design, while also creating vision for tactical maneuvers that regular wards also provide. As Husum mentioned, the health increase on his passive seems questionable, as Swain's tank already has a lot of health, but in the late game, his lack of damage makes him less useful. His set of skills, which don't interact well with each other, prevents him from realizing his potential as a warrior-mage. This forces you to build tank items and hope your team doesn't get killed while you try to catch someone in E and W without dying in the process. :D. Please share your thoughts on my vision; I'd love to hear your thoughts.

P.S. This translation was done with the help of a translator, so if you don't understand anything, please ask. :D

reddit.com
u/Basic_Beginning6682 — 1 month ago