Quality of life changes for shaco [small rework proposal]

Little about me, I've been playing shaco for a year or so now and though I am not a master of him I do absolutely love his playstyle. I may not be a diamond level player but I have a background in games design and wanted to take my best attempt of adding some QoL changes to his kit. We all know shaco's as broken op and we all know shaco's as terribly useless. He is a prime example of a very old champion design with too much feast or famine and is definitely in need of looking at, proposals have been made by others and what they call a rework others call a straight-out buff. other's have made positive suggestions only to be seen as changing the core identity of shaco himself. This seems to be the very root of the problem with the poor old clown. players want a rework but don't want anything to change. So below are a few changes and proposals that hopefully bridge the gap between both issues. My focus is to add some mid and late game viability especially if shaco's early game has gone terribly. I'm dyslexic btw so please forgive any spelling and grammer mistakes. --- #Shaco's Base Stats |Stat -------------------------|lvl 1| -------------------------|lvl 18| |- |Attack Damage| 58 || 117 | |Attack Speed| 0.694|| 0.694(+51.0%)| |Attack Range| 125 units|| 125 units | |Health| 582 || 2010 | |Health Regen| 8.4|| 17.7| |Mana| 297 || 977 | |Mana Regn| 7.2|| 14.8| |Armor| 24.9|| 84.4 | |Magic Resist| 32.1|| 53.4| |Movement Spd| 350|| 350| Shaco's base stats seem pretty balanced but perhaps riot could take a look at his mana pool as its a little underwhelming, I'll leave adjusting these to the professionals --- #Passive: Backstab ##Shaco deals 20% bonus damage when striking an enemy from behind with his basic attacks or Two-Shiv Poison. Shaco's passive is quite strong, +20% damage is nothing to laugh at (sorry I couldn't help myself) BUT this is the exact passive that is the root of shaco's feast or famine issue, if he's ahead an increase of +20% on bought items is a chunk of bonus damage, if he's behind +20% of nothing is well...nothing. I personally don't know how to fix this but a change to the backstab effect has to be made, possible solutions include Armor/MR shred, flat level scaling true damage, vulnerable marks. but something that doesn't scale with your game state putting this to the side however I would like to add something to it which I feel shaco is desperately missing, an escape. now I know some people will be reading this and saying what is he talking about, shaco can escape with his Q? We'll that's what most people don't get about shaco, His Q is most definitely an initiation tool, the utility of setting yourself up for a backstab and the 100% crit chance **has** to be part of your initial attack if you hope to burst a target down. While looking at other assassin's they all have escape tools, {{champion:28}} has dark frenzy , {{champion:103}} has spirit rush, {{champion:60}} has rappel, {{champion:7}} can reactivate distortion, {{champion:238}},{{champion:91}},{{champion:245}}'s ults allow for escape mechanisms as well as dealing damage. the list goes on. With this in mind I added a little movement speed to his passive #New Passive ##Shaco deals 20% bonus damage when striking an enemy from behind with his basic attacks or Two-Shiv Poison. ##Whenever an enemy champion dies within 3 seconds of being damaged by shaco he laught's and gains +20% movement speed for 2 seconds The movement speed is conditional, the number can be adjusted for balance and as it's not something as ridiculous as reseting his Q on a kill I think its perfectly fair, the laugh is **definitely** required --- #Q: Deceive ##ACTIVE: Shaco instantly blinks to the target location and stealths for up to 3.5 seconds, also causing his next basic attack within 6 seconds to Critical strike for bonus critical damage. BONUS CRITICAL DAMAGE: -60 / -40 / -20 / 0 / 20% This is actually really well balanced, the fact {{champion:35}} is getting a free crit is very strong but the addition of the crit damage limiter balance's it out nicely. --- #W: Jack in the Box ##ACTIVE: Shaco summons a box at the target location that stealth's after a 2-second delay and lasts for up to 60 seconds. If an enemy springs the trap, it opens and causes surrounding enemies to turn and Fear icon flee while it attacks nearby enemies for up to 5 seconds. FLEE DURATION: 0.5 / 0.75 / 1 / 1.25 / 1.5 MAGIC DAMAGE PER ATTACK: 35 / 50 / 65 / 80 / 95 (+ 20% AP) Now here's a skill that really needs some work, first of all the box HP doesn't scale upwards which is unique for a pet unit in the game as {{champion:74}} turrets {{champion:60}} spiderlings {{champion:90}} Voidlings {{champion:83}} Ghoul's all gain scaling HP to allowing them to survive into the late game. as mentioned in another thread by meddler http://boards.na.leagueoflegends.com/en/c/gameplay-balance/f3Ej9XGH-daily-reminder-that-shaco-needs-three-tweaks > Finally as far as Shaco boxes go I'd be really hesitant to mess with their health model without doing significant other work to Shaco, given that's going to impact his jungle clearing in particular. Definitely a thought worth noting in case we do a Shaco rework at some point though (nothing currently planned, there is some stuff it would be good to improve however). I have the perfect solution for such a problem, damage limiters on monsters and minions. riot themselves introduced this very mechanic to solve certain items or ability's granting too much jungle clear. Shaco's jungle clear is also very inconsistant due to his E blind on monsters. sometimes you get the full 9 shots out of a box and at other times it is one shot by the camp you plant it at. this change simply stablises his clear speed ingame. Another issue with the boxes is that they don't apply spell effects, I believe this was an issue in the past but not anymore, This limits possible build paths for shaco as {{champion:17}} shrooms benefit from liandry's torment I dont see why shaco's boxes cannot also apply this items passive. #New Jack in the Box ##ACTIVE: Shaco summons a box at the target location that stealth's after a 2-second delay and lasts for up to 60 seconds. If an enemy springs the trap, it opens and causes surrounding enemies to turn and Fear icon flee while it attacks nearby enemies for up to 5 seconds. FLEE DURATION: 0.5 / 0.75 / 1 / 1.25 / 1.5 MAGIC DAMAGE PER ATTACK: 35 / 50 / 65 / 80 / 95 (+ 20% AP) (Max 60 vs monsters) Boxes HP is equal to 150HP + 20*champion level Boxes now apply spell effects --- #E: Two-Shiv Poison COOLDOWN: 8 ##PASSIVE: While Two-Shiv Poison is not on cooldown, Shaco's basic attacks poison his targets, slowing them for 2 seconds and causing minions and monsters to occasionally miss their attacks. SLOW: 10 / 15 / 20 / 25 / 30% MINION AND MONSTER MISS CHANCE: 20 / 22.5 / 25 / 27.5 / 30% ##ACTIVE: Shaco throws a dagger at the target enemy, dealing magic damage and slowing them for 3 seconds. MAGIC DAMAGE: 50 / 90 / 130 / 170 / 210 (+ 100% AP) (+ 100% bonus AD) This is a tricky skill, on the one hand it benefits from your passive immensely and is magic damage scaling off AD and AP which makes shaco trickly to build against. but on the other its 100% bonus AD scaling creates issues with shaco if he falls behind, It has item dependent scaling when going either AD or AP. if you dont have the gold or kills this part of your kit falls off mid to late game. What I would like to do is change the scaling to make it less item dependent but keep the damage early as close to life as possible. **with this in mind I have changed the 100% bonus AD scaling to 100% AD scaling** #New Two-Shiv Poison COOLDOWN: 12/11/10/9/8 ##PASSIVE: While Two-Shiv Poison is not on cooldown, Shaco's basic attacks poison his targets, slowing them for 2 seconds and causing minions and monsters to occasionally miss their attacks. SLOW: 10 / 15 / 20 / 25 / 30% MINION AND MONSTER MISS CHANCE: 20 / 22.5 / 25 / 27.5 / 30% ##ACTIVE: Shaco throws a dagger at the target enemy, dealing magic damage and slowing them for 3 seconds. MAGIC DAMAGE: 10 / 50 / 100 / 150 / 200 (+ 100% AP) **(+ 100% AD)** At the start of the game your character usually has around 15 bonus AD. resulting in E having 50 + 15 = 65 damage with these changes your damage is now 10 + 72 = 82 damage. I increased the cooldown to compensate for this however the % scaling may need to be lowered to 90% depending on feedback. The Idea is to basicly have similur damage with out items and better damage if you do have items. removing the dependancy on items. this may be too strong. --- #R: Hallucinate ##ACTIVE: Shaco vanishes for 0.5 seconds, then creates a clone of himself that lives for up to 18 seconds and explodes upon its death, dealing magic damage to all enemies around it. Again this is another very tricky ability to look at. it has a host of bugs and issues and is in desperate need of work. AND its an ultimate. **First** of all the clone has no timer indicating how long it will last to the user. A perfect solution to this is to add thresh's lantern timer to the clones model after casting it. http://i.imgur.com/rAf2ocv.png this rotating timer is invisible to the enemy team and so doesnt give your clone away. this helps timing the clone to explode for maximum damage to enemys or simply getting that single target your hoping for. Alongside this a range indicator like orinanas denoting the max distance the clone can move from shaco would also be beneficial (thanks to Sub HeroCro for suggesting this) **Second** the clone as an escape tool or distraction is extreamly difficult to pull off currently for low to mid level shaco players. what I propose to aid this is adding a 0.5 second invisibility to shaco and clone upong exiting your removed from game state. this gives you a small fraction of time to move yourself and the clone into position or get some distance between you and the clone for an escape. **Third** If you command your clone to attack something it should attack it right? some issues that arise are when your clone loses sight of the target. If the target enemy champion runs into a bush the clone becomes idle, the same occures if your champion dies. from my understanding the clone is simply a mindless minion that must follow your last command. so I propose that the clone follow your last command to the letter, if an enemy enters a bush the clone should follow "as if it has line of sight" and if your champion dies teh clone should continue attacking the last champion/minion/tower/teemo you commanded it to attack. **Forth** If the clone move outside its maximum controllable range please have it vanish with a buff as if you Q'd, the simple snap dissapearence is not only visually unappealing but the character itself is all about mind games. **Fifth and final** unlike other clones in the game shaco's one is his ultimate and lasts 18 seconds. if this ability is to truly confuse the enemy as it is ment to it must bear an exact resemblance to shaco himself at cast time. When riot made the champion they were limited in resources and creating a mirrored blue/red or baron buff on the clone would have created issues with duplicating buffs but i'm sure they can fix that at this stage. anyone who is even slightly familure with shaco is easilty capable of recognising him from his clone in these instances and this truly ruins his ultimate move. so in closing everything above his ultimite would now be. #New Hallucinate ##ACTIVE: Shaco vanishes for 0.5 seconds, reapearing invisible with a clone of himself for a further 0.5 seconds. the clone lives for up to 18 seconds and explodes upon its death, dealing magic damage to all enemies around it. Please comment on the proposed changes, I would love if this was noticed by riot but feedback on my suggestions are important. And please if you hate shaco most of these changes are just fixing flaws in design, they wont make him a terror on the rift.
Share
Report as:
Offensive Spam Harassment Incorrect Board
Cancel