: Karma - Forever a Divided Community?
Just wanted to say that I find your concept great and I look up to your love for this champion and the time you invested in it. I got only one (small) remark: I would change the passive cooldown to get reduced by 5 - 7.5s instead of getting completely reset on taking damage. I feel like it might be too oppressive in lategame teamfights. Can't say for sure though as it's hard to judge with only a concept. Let's hope Riot listens so we might get a reworked Karma like this soon!
Meddler (NA)
: Quick Gameplay Thoughts: October 4
Any thoughts on Maokai? {{champion:57}} He is barely played and that's not only because of most tanks being bad in the current meta. His biggest issues are his passive being unreliable and unfun to play with/against, his current ult feeling lacking and unsatisfying and the need for some QoL changes to his E to make it more reliable. Me and other Maokai players would really like to further discuss on this topic in a civilized way. Thanks
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: September 13
Hello Meddler, any thoughts on Maokai? He has hardly enough sample data on OP.GG and he feels kinda meh across all his roles; toplane, jungle and support. There currently isn't any reason to pick him instead of any other tank due to how unreliable his only form of tankyness/sustain is. In addition to this, his current ult is almost unnoticeable if you can't cast it from long range and even then it is quite slow and one frontliner can just completely deny it if the rest of his team stands behind him. Many Maokai players, including me, would like to see a new (mini-) rework for him at this point. The biggest reason is that many would love to see his ultimate more in the style of his old ult. I know damage reduction for his whole team is too OP, but there are multiple ways to give him a part of his spell eating tank identity back. Thanks
Aizo (NA)
: Hey! I'm a Grandmaster Maokai OTP and I have a few ideas how to make this champion more interesting
Hello there! First of all, I want to thank you for spreading this message. There are almost no Maokai players left and as someone who mained him since I started playing his current state makes me sad. I agree with most most of your points here, but let me give some of my own insights/ideas. Passive: Your idea is really close to what I came up with in a rework concept. I would love the cooldown reduction by hitting enemies. But I had the idea to change his passive to a "Waters of Life" bar that he fills and he fills it more by hitting champions, than large monsters and the least from small monsters/minions. When the bar is full he automatically heals without the need to auto attack. Like, it feels contradictory to have to auto attack in order to have any sustain while he can get bullied easily early on by doing so or while trying to make an escape. He also gets kited so easily without any form of tankyness or sustain in certain situations. In return for the reliability it could be made a little weaker. Q: A little bigger AoE would be nice, but I don't feel it needs major changes right now. W: Your proposal seems good. With its current form it is annoying to play against and we all know how it feels to W into the whole enemy team because your target just flashed. A note I would add is to double the base cooldown of it, but reduce it by 50% whenever you hit an enemy with it. Otherwise it would give him a low cooldown escape and thus too safe early for a mid-lategame monster. Personally I would love a version of his W where you can steer like Nunu & Willumps snowball Yuumi's Q or Sion's ult. It would probably be too OP though. E: Extra MS for saplings in bushes seems only logical. Besides that I would love the possibility to do something with stationary saplings besides them being low-budget wards. Like, when you hit an enemy champion with an ability, nearby stationary saplings start to run in that direction, seeking out a target or exploding after the usual 2.5s. R: I would personally prefer an ultimate more in the direction of his old ultimate instead of his current ult. My idea is to give him a self-slow while creating a zone around him that reduces ability-based damage from enemy champions currently in the zone. After the duration ends or by recasting this ability, the zone detonates and deals damage scaling with the amount of damage he absorbed. This would secure his identity as a spell-eating tank. I'm not certain whether it would be too OP or not, as their should still be counterplay with mobility and CC. And it isn't a team wide buff like before, more of a debuff to enemies. Thanks for reading and congratz on being one of the best Maokai players out there!{{champion:57}}
KizaK222 (EUW)
: Passive - YES! I am so on board with it Q and W - Sorry but I think that there is too much movement enhancing, right now Maokai has 1 dash toward the enemy while in your kit he would have 2 in any direction. E - Storing saplings is a... YES! good idea R - I remember while playing old Maokai with this kind of ult it never seemed to do much of damage or protection and in your version with 70% slow he would be a very nice target and really easy to escape from. So I am not sure about this rework but let me give you some suggestions. > Passive - Same as yours (I love it) > Q1 - deals damage in a cone in front of him and pushes enemies back Q1.5 - Maokai gets -20% damage from the enemy's abilities and sets an AOE around him (melee range) for 4s, any abilities used by him, on him or by enemies in his AOE give him stacks of {Put Name Here} and prolong the ability for another 2s. Q2 - deals damage in a cone in front of him based on how much stacks of {Put Name Here} he has (This is my idea to make his Q more interesting and make a mini version of his R) (after he uses his Q1 it goes to Q1.5 automatically) > W1 - Sends a root in a direction dealing damage to the first enemy hit ant roots them W2 - dashes to the rooted enemy (I know it is similar to LEE SIn but this will be less frustrating for enemies since they could dodge it) (animation is of singular root from modern Maokai Ult) > E - (mostly stay the same as yours but) saplings in the bush explode only once but the longer they stay in the bush the bigger MS bonus they get when they start running (this is so enemies with big MS or dashes still get hit and enemies with less MV and no dashes get less damage) > R - Upgrade other abilities. something like {{champion:74}} but while Upgraded version of the ability is used he cant use that basic ability. For example, he uses R-Q so for as long as R is in duration he can't use Q > R-Q - (same as Q1.5 but) Larger AOE, allies get -10% damage from the enemy's abilities, starting duration is 7s to a max of 15s and at the end of duration or clicking Q or R again Maokai deals damage based on the number of stacks to all enemies in AOE. this is for all those team fights > R-W -(same as it is in modern Maokai) (5 Roots) this is mostly for chasing, ganking or escaping > R-E - Tossing big sapling in a direction after 1s sapling wakes up and attacks the nearest enemy, prioritising enemy champions with AA. sapling loses 1% of life every second and 4% on every AA but AA slows down the enemy by 30%. when sapling dies it explodes in AOE dealing damage and slowing enemies. You cant control the sapling. this is for 1 on 1 fights Tell me what you think
> [{quoted}](name=KizaK222,realm=EUW,application-id=A8FQeEA8,discussion-id=e7oPHobl,comment-id=0003,timestamp=2019-08-24T10:42:33.579+0000) > > Passive - YES! I am so on board with it > > Q and W - Sorry but I think that there is too much movement enhancing, right now Maokai has 1 dash toward the enemy while in your kit he would have 2 in any direction. > > E - Storing saplings is a... YES! good idea > > R - I remember while playing old Maokai with this kind of ult it never seemed to do much of damage or protection and in your version with 70% slow he would be a very nice target and really easy to escape from. So I am not sure about this rework but let me give you some suggestions. > > (I love it) > Q1.5 - Maokai gets -20% damage from the enemy's abilities and sets an AOE around him (melee range) for 4s, any abilities used by him, on him or by enemies in his AOE give him stacks of {Put Name Here} and prolong the ability for another 2s. > Q2 - deals damage in a cone in front of him based on how much stacks of {Put Name Here} he has > > (This is my idea to make his Q more interesting and make a mini version of his R) (after he uses his Q1 it goes to Q1.5 automatically) > W2 - dashes to the rooted enemy > > (I know it is similar to LEE SIn but this will be less frustrating for enemies since they could dodge it) (animation is of singular root from modern Maokai Ult) > > (this is so enemies with big MS or dashes still get hit and enemies with less MV and no dashes get less damage) > > something like {{champion:74}} but while Upgraded version of the ability is used he cant use that basic ability. > For example, he uses R-Q so for as long as R is in duration he can't use Q > > this is for all those team fights > > this is mostly for chasing, ganking or escaping > > this is for 1 on 1 fights > > Tell me what you think Hello thanks for your feedback! I really like some of your ideas here and I will definetely add some to an improved concept. The E MS increasing in bushes is a nice idea IMO. The W is interesting too, although it seems very similar to Ivern's rootcaller too. The Q seems very fun to use, but I honestly think it might be a bit too overloaded for a basic ability. Remove the prolonged duration of it and reduce the duration of the zone a little. Oherwisr it would be a super strong and safe trading tool. Ornn's W got changed for the same reason. I'm not sure about the upgrade ult, but having a large sapling as some sort of pet would be fantastic. I'll defenitely think about that direction. Again, thank you for your constructive feedback!
: W: Twisted Advance Maokai dissolves into a cloud of arcane energy, becoming untargetable and traveling in the target direction for 2.5 s. Maokai can steer during the dash. He deals magic damage to the first two enemies hit and roots them for 1/1.1/1.2/1.3/1.4 s. Hitting at least one target with Twisted Advance reduces the cooldown by 50%. (The base cooldown is about 2 times the current version.) How about Maokai unravels in to roots that grants Maokai {40,45,50,55,60}% damage reduction and traveling in the target direction for 2.5 s. Maokai can steer during duration. (The traveling roots could look like a root from Maokai's current alt.) He deals magic damage to the first two enemies hit and roots them for 1/1.1/1.2/1.3/1.4 s. Hitting at least one target with Twisted Advance reduces the cooldown by 50%. (The base cooldown is about 2 times the current version.)
> [{quoted}](name=JediGrandMast3r,realm=NA,application-id=A8FQeEA8,discussion-id=e7oPHobl,comment-id=0001,timestamp=2019-08-23T19:06:13.247+0000) > > W: Twisted Advance > Maokai dissolves into a cloud of arcane energy, becoming untargetable and traveling in the target direction for 2.5 s. Maokai can steer during the dash. He deals magic damage to the first two enemies hit and roots them for 1/1.1/1.2/1.3/1.4 s. Hitting at least one target with Twisted Advance reduces the cooldown by 50%. (The base cooldown is about 2 times the current version.) > > How about Maokai unravels in to roots that grants Maokai {40,45,50,55,60}% damage reduction and traveling in the target direction for 2.5 s. Maokai can steer during duration. (The traveling roots could look like a root from Maokai's current alt.) He deals magic damage to the first two enemies hit and roots them for 1/1.1/1.2/1.3/1.4 s. Hitting at least one target with Twisted Advance reduces the cooldown by 50%. (The base cooldown is about 2 times the current version.) I like the idea. Might be more balanced than the untargetability, especially when using it defensively or in combination with his ult so CC can offer counterplay to the ult.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: August 23
Hello Meddler, Do you have any thoughts on Maokai? He is almost never picked right now and that is because of how other tanks outshine him completely due to his unreliable, but sometimes obnoxious sustain with his passive while other tanks have damage reduction or shields. His mini rework with the replacement of his ultimate left him with no real identity. His unique ult (although hard to balance) got replaced with a standard tank engage tool that feels so much worse than ultimates like Unstoppable force, Call of The Forge God or Depth Charge. Casting Nature's grasp from close range is almost unnoticable in terms of CC it offers while a long range cast is super unreliable. So what I wanted to ask is are there any plans of giving him a (small) rework or possibly a revert sooner or later? I personally would love to see a Pantheon or Mordekaiser scale rework. I'll be posting a rework concept I made too. Thanks! {{champion:57}}
: How it feels to jungle
So true. Also: goes 2/0/3 as a jungler in 10 minutes with succesful counterjungling, deep warding and ganks top/mid My ADC: Useless jungler no ganks gg Literally. Seems like laners don't even understand the jungle role: the only thing they see is ganks, while a jungler does much more on the map like warding, counterjungling and applying pressure. They also blame you for no ganks even though the lane is constantly hard pushed and/or 0/5. Man I love my main role.
: When you greet people with "Hello There" in all chat but no one greets back
I see you are a man of culture as well. http://imgur.com/gallery/CcbFU
: Jungling is frustrating.
I agree. They should lower kill gold (at least for the early game). I also think turret plating isn't really a good idea. It only helps the winning team snowball harder. Platings should get removed, with turrets having more HP instead and giving some more gold on destruction. Change Scuttle Crab. It's the most frustrating aspect of jungling during season 8 and 9. It feels so bad to rely on your laners so hard early. It means that a harder matchup for a laner automatically sets you behind too if you are even/behind with the enemy jungler. Start with lowering the exp, gold, HP and mana it grants and return some exp and gold in the other jungle camps. It could be more important for vision instead. Make it reveal a large area for 1 second before forming the normal vision + MS zone. Also remove the hard CC breaking its armor. Some junglers fall out of the meta just because of that small mechanic. By lowering the kill gold and removing turret plating the exp and gold from camps should be increased even more. I don't ask for being the same level as laners, but now it's really harsh. To make it short, I would like to see the balance between farming and ganking junglers restored and want to be less dependend on my laners when Im not ganking. Also Riot, when you see this, pls give my boi {{champion:57}} a new skin the last one was from 2016 ;)
Meddler (NA)
: Quick Gameplay Thoughts: June 14
Hello Meddler, Could we please get a QoL change for Maokai? I would love to be able to use overheal on him because of his passive, but currently I can't because of his passive only proccing when below 95% HP. Don't think such a small change would cause balance issues. Would be really nice if my tree boy got some love!{{champion:57}}

Silverman43

Level 203 (EUW)
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