Mel rework idea that keeps her mostly the same to play.
I was in the shower earlier and i thought: "If Mel's W is the source of her frustration and the reason she needs to be kept weak, why don't we change it?". And i thought about many ways to change it to keep the whole "reflect" thing going on, while not being as frustrating to play against. I also included a few changes to her kit.
Changes:
Passive:
Blazing projectiles now are generated on ability hits on enemy champions, rather than ability casts.
The maximum number of projectiles that can be stored and fired at a time increased from 9 to 10.
Not hitting an enemy champion with a skill cast now generates 1 projectile instead of 3.
Notes: This is to make the blazing projectiles stack more effectively, specially as you level up her Q to increase the number of hits, subsequently increasing the number of Blazing projectiles you can fire while trading with enemies, but keeping her wave clear relatively the same.
Q (Radiant Volley):
Removed: The first explosion of Radiant Volley no longer deals increased dmg.
Added: The last explosion of Radiant Volley now deals increased damage and has a higher AoE.
Cast time reduced from 0.35 to 0.30.
Magic damage per volley: From 5 / 7 / 9 / 11 / 13 (+ 5% AP) to 5/10/15/20/25 (+5/6/7/8/10 AP ratio)
Last volley damage: 50/85/115/145/175 (+40/45/50/55/60 AP ratio)
Higher AOE of last volley: 300 units.
W (Rebuttal)
Complete rework.
New description: Mel envelops herself in a spellshield for 2 seconds. While protected by this shield, she gains 20-40% movement speed (based on skill level). The first ability that hits the spellshield will break it, destroy it if its a projectile, and Mel will absorb its properties after 1 second. After that time, Mel will be able to conjure a copy of that ability in the next 10 seconds, inheriting all of its properties such as mana costs, cast time and AP ratios (AD ratios will be converted to AP ratios for the purpose of this ability at a ratio of 0.6 AD to 1.6 AP). If the ability absorbed has more than 50 seconds of base cooldown (unaffected by haste or any modifiers), Mel instead destroys is (if its a projectile) and grants herself a shield of 80-200 HP (based on skill level) (+100 AP) for 1-3 seconds (based on skill level) that decays over the same duration.
Ability notes: The absorbed ability takes up W's ability slot while it is stored, and Mel cannot cast "Rebuttal" again until the stored ability is used or expires after 10 seconds of being absorbed.
Number changes:
Cooldown: 35/30/25/20/15 (cooldown only starts after the stored ability is used, if an ability was stored)
Shield: 80/110/150/170/200 (+100% AP ratio).
Shield duration: 1/1.5/2/2.5/3 seconds
Notes: This aims to make Rebuttal less frustrating to play against, while also being a strong defensive tool for Mel. Not being able to reflect long cooldown ults makes it more fair for the enemy team, and being able to store amd cast an absorbed ability gives Rebuttal a much more creative use, while also giving the opponent time to react before you throw their abilities right back at them.
E (Solar Snare)
Added: Solar Snare now explodes upon reaching its maximum travel distance, dealing damage and slowing enemies hit, while creating a field of damaging solar radiation.
Orb hit damage:
60 / 105 / 150 / 195 / 240 (+ 70% AP) to 40 / 80 / 120 / 160 / 200 (+30/35/40/45/50% AP)
Damage to minions increased from 50% reduced damage to 25% reduced damage (only affects the orb direct hit)
Orb field damage:
2 / 3.5 / 5 / 6.5 / 8 (+ 1% AP) to 2 / 3.5 / 5 / 6.5 / 8 (+ 1/1.5/2/2.5/3% AP)
Orb explosion damage:
40 / 80 / 120 / 160 / 200 (+30/35/40/45/50% AP)
Upon explosion, the orb creates a field the same size as the field created while it was traveling. The field persists for 2 seconds and applies a slow to enemies inside it that persists for 0.125 seconds after they exit the field.
Field damage per tick
2 / 3.5 / 5 / 6.5 / 8 (+ 1/1.5/2/2.5/3% AP) every 0.125 seconds to enemies inside the field.
Field slow:
5/10/15/20/25% for 0.125 seconds to enemies inside the field.
Notes: Reducing Solar Snare's base hit damage but giving it more damage overall in other parts (such as the extra tick damage and extra explosion damage).
Final notes: There changes aim to reward more skill expression for Mel, with both her Q and E gaining extra value upon connecting all of their damage and W having a brand new rework. The AP ratios and overall abilities now scale WAY better, fixing the problem of Mel getting outscaled quickly upon exiting lane phase.