Probably the best way to nerf Tahm Kench.

#An Acquired Taste __Current:__ Stack timer: 5 seconds Stack falloff interval: 0.67 seconds Bonus magic damage on-hit and on-ability: (1.25% + 0.25% every 6 levels) Max HP Magic damage ramp per 2AT stack: (1.25% + 0.25% every 6 levels) Max HP Maximum magic damage: (3.75 + 0.75% every 6 levels) Max HP __Proposed:__ Stack timer: 3.5 seconds Stack falloff interval: 0.85 seconds Bonus magic damage on-hit and on-ability: (0.9% + 0.05%/L after level 1) Max HP Magic damage ramp per _extra_ 2AT stack: (0.45% + 0.025%/L after level 1) Max HP Maximum magic damage: (1.8% + 0.1%/L after level 1) Max HP --- #Tonguelash __Current:__ Range: 800 Collision radius: 35 Cost: 50 mana Cooldown: 6 seconds Magic damage: 80 + 50/R + 70% AP Slow: 30% + 10%/R for 2 seconds __Proposed:__ Range: 800 Collision radius: 35 Cost: 40 + 5/R mana Cooldown: 8 - 0.5/R seconds Magic damage: 65 + 40/R + 90% AP Slow: 20% + 12.5%/R for 1 + 0.25/R seconds --- #Devour __Current:__ Devour range: 250 Cost: 90 mana Cooldown: 14 - 1/R seconds after Kench regurgitates Normal duration: 4 + 0.5/R seconds Enemy champion duration: 2 + 0.25/R seconds Chasing speed: 15% + 2.5%/R Self-slow while devouring enemy champion: 95% Projectile magic damage: 100 + 50/R + 60% AP Projectile range: 650 Enemy champion magic damage: (20 + 3/R + 2% AP)% Target Max HP Stun time: 0.25 seconds __Proposed:__ Devour range: 250 Cost: 120 - 5/R mana Cooldown: 22 - 2.5/R seconds Normal duration: 5 seconds Enemy champion duration: 2.5 seconds Chasing speed: 20% Self-slow while devouring enemy champion: 85%, ignores slow resist Projectile magic damage: 110 + 50/R + 80% AP Projectile range: 500 Enemy champion magic damage: (15 + 4/R + 3% AP)% Target Max HP Stun time: N/A --- #Thick Skin __Current:__ Cost: 50 mana Cooldown 6 seconds Conversion rate: 70% + 5%/R of all damage taken Grey health converts into health after: 2.5 seconds Health reconversion rate: 25% + 5%/R of grey health Shield conversion rate: 100% of grey health Shield duration: 3 seconds Shield decay rate: N/A __Proposed:__ Cost: 85 - 10/R mana Cooldown: 13 - 1.5/R Conversion rate: 100% of all damage taken Grey health converts into health after: 7 - 1/R seconds Health reconversion rate: 10% + 10%/R of grey health Shield conversion rate: 45% + 10%/R of grey health Shield duration: 4 seconds Shield decay rate: 6.25% of the shield per quarter-second --- #Abyssal Voyage __Current:__ Cost: 100 mana Cooldown: 120 - 10/R seconds Interruption cooldown: 10 seconds Voyage radius: 4,500 + 1,000/R Voyage offer time: 6 seconds Pre-voyage channel time: 1 second Arrival time: 4 seconds? __Proposed:__ Cost: 125 mana Cooldown: 150 - 15/R seconds Interruption cooldown: 20 seconds Voyage radius: 3,000 + 1,750/R Voyage offer time: 4 seconds Pre-voyage channel time: 1.5 seconds Arrival time: 5 seconds --- #Notes - The main goal of this nerf is to force a Kench player to make more decisions on what to do, and make Abyssal Voyage's further ranks actually have a greater impact. - I mainly attacked Devour and Thick Skin in order for the player to actually make a decision on what to max. In my opinion, out of say a main ability and your ultimate, a champion should never have a skill order set in stone. There should be a decision that goes into place that impacts what is maxed second on Kench. If you're more of a facetank you have to level E first to get that shield in. If you're engaging or a rescue tank, then you max your W first. - Devour is always up. It has a low enough mana cost that not every devour is meaningful. It should always be a strong and thoughtful decision to actually use it, rather than it being up in a situation where it can be used.
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