Rioter Comments
Rioter Comments
: 1. Passive - Can agree with, but would like to balance test (gives him more late game damage) 2. Ability Q - Cool idea, but scavaging from killing jungle camps might be a better idea so that you can bring the buffs with you on ganks, not really sure about what playstyle you were trying to create here. I think you want him to stay in the enemy jungle primarily and so you wanted proximity buffs for being near camps, but as a result, it makes his ganks super weak to the point of almost making him one-dimensional 3. Ability W - Can agree with, but dang is he zooming now out of combat, might be a bit too mobile 4. Ability E - I really do not like the active idea on this ability as it kind of defeats the objective of a scout (to get info on enemies without being spotted) and just feels a bit cringy. For the active, I would like to take the idea from another Teemo rework where he had this ability cause Teemo to pull out a combat knife and deal damage in a straight line (think Yasuo Q) that has an execution effect. This to me feels more scout like since if a scout is spotted they will either want to run away or swiftly kill the enemy that spotted them before they can tell their allies or in this case get aid. 5. Ability R - I agree with this, it gives the ability more progression with levels and makes the position of shrooms more meaningful since you will not want to plant it directly on enemies anymore. (Walking around in the jungle triples the cooldown of Noxious Trap? - reduces it or makes it longer)
To give you clarification: 1.) The passive is basically exactly the same, just made it more progressive. Instead of giving flat 20/40/60/80%, it gives a more fluid attack speed. 2.) I don't know how to feel about killing a large monster for an ingredient? It'd be like taking old jungle buffs and putting them into Teemo's Q. 3.) Scouts tend to be swift and stealthy, but i get what you mean. Probably have to reduce the base move speed a little bit. Play testing would determine it though. 4.) The E i felt like was the most controversial. Could possibly combine the execution effect with the recon tower, but that could overload his E. 5.) I made a typeo. It should say "Walking around jungle triples the cooldown reduction of Noxious Trap" meaning it would reduce by 3 seconds instead of 1.
Rioter Comments
: While I think that this rework is cool, I don't feel like Nocturne needs a rework right now. His winrate is pretty stable and nobody is really complaining that he's too weak or too strong and changing him like this won't feel like it flows with the meta.
Do you know any champs that desperately need a rework that i could possibly suggest changes to?
Rioter Comments
Rioter Comments
thaBeast (NA)
: goody bag is only good for those who take klepto but since it is in inspiration thats good
Well the main idea is to at least give everybody the opportunity to buy and place a control ward while having a full inventory, and any other consumables.
Rioter Comments
Rioter Comments
Asterfix (NA)
: I can't imagine anyone would abuse that ultimate with karthus' ultimate in any game ever. Having 1 ability force another ability to go onto cd is also really bad. Lissandra is perfect. Her champ is the anti-assassin mid mage.
Lissandra is very 1 dimensional though and the scaling's could easily be adjusted. I'm just trying to give a suggestion that Lissandra should be looked into because of how she is.
Rioter Comments

Kobolt

Level 81 (NA)
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