meh, ryze is fine as is.
also, give him a mana cost on his ult? when all you did was change the passive? dafuq
xins q doesnt scale off of bonus damage because its supposed to increase the damage of his auto attacks for the next 3 strikes. by making it scale 50% of his bonus ad, you're just taking out half of his bonus ad and lowering his base to 10/20/30/40/50. thats a ****ing enormous nerf.
i wouldnt say that audacious charge's utility is op at all, but it should be physical and scale as such.
and crescent sweep isnt a finisher, its an opener. its why he gains bonus resistances during. if you're going to change it to 10% total hp, might as well make it a 2 cast, the first to gain armor/mr and the second to activate the actual sweep.
this, along with your wuju shield idea, makes me feel like you have little idea what you're doing.
also, give him a mana cost on his ult? when all you did was change the passive? dafuq
xins q doesnt scale off of bonus damage because its supposed to increase the damage of his auto attacks for the next 3 strikes. by making it scale 50% of his bonus ad, you're just taking out half of his bonus ad and lowering his base to 10/20/30/40/50. thats a ****ing enormous nerf.
i wouldnt say that audacious charge's utility is op at all, but it should be physical and scale as such.
and crescent sweep isnt a finisher, its an opener. its why he gains bonus resistances during. if you're going to change it to 10% total hp, might as well make it a 2 cast, the first to gain armor/mr and the second to activate the actual sweep.
this, along with your wuju shield idea, makes me feel like you have little idea what you're doing.
I like things that make me feel stupid. - Ken Levine
Oh, yeah, i suck sometimes at math :P. I make it 1,5 bonus AD. And the lowering of the ratio with HP was also because of the new AD-ratio.
As for Ryze, the ulti not only got the mana costs and the mana passive, it also got increased spellvamp at early levels. And increased the AoE at later levels. And increased CD aswell. And increased the duration.
For the rest, it should categorize his 3 spells. 1 for single target damage, 1 for cc and 1 for AoE damage. And I think, this is done well.
As for Ryze, the ulti not only got the mana costs and the mana passive, it also got increased spellvamp at early levels. And increased the AoE at later levels. And increased CD aswell. And increased the duration.
For the rest, it should categorize his 3 spells. 1 for single target damage, 1 for cc and 1 for AoE damage. And I think, this is done well.

ok. so perhaps i should look at ryzes current skill stats before commenting. even though its not official, your numbers will be displayed as rework.
lets say ryze has 5k mana (pretty reasonable. think my build goes to 6k but i digress.) considering that my build has an archangels and 2 roas, thats 355 ap.
Q:
current: Magic Damage: 40 / 65 / 90 / 115 / 140 (+0.2 per ability power) (+7.5% of max mana)
rework: Magic Damage: 60 / 80 / 100 / 120 / 140 (+0.60 per ability power) (+6% of max mana)
140 + 71(.2*355) + 375(.075*5000) = 586 damage.
140 + 213(.6*355) + 300(.06*5000) = 653 damage.
thats extremely high. all you changed besides that was the mana cost, which doesnt affect end game at all when you have 5k+ mana.
W:
current: 60 / 95 / 130 / 165 / 200 (+0.6 per ability power) (+5% of max mana)
rework: 60 / 80 / 100 / 120 / 140 (+0.20 per ability power) (+2% of max mana)
200 + 213(.6*355) + 250(.05*5000) = 663
140 + 71(.2*355) + 100(.02*5000) = 311
you say you want to make e and r more than just spam for his passive, but then make his w do exactly that. if you had reduced the cooldown by half like damage, then this might be acceptable. but i sure as hell wouldn't accept it.
E:
current: 50 / 70 / 90 / 110 / 130 (+0.35 per ability power)
rework: 70 / 80 / 90 / 100 / 110 (+0.30 per ability power) (+3% of max mana)
130 + 124.25(.35*355) = 154.25
110 + 106.5(.3*355) + 150(.03*5000) = 366.5
this is possibly the only one i agree with.
R:
well this is really.. different? you get 100 mana each time you cast a spell, with the bonus mana lost by not casting a spell every 4 seconds. its a neat idea, but 100 is really too high a number, either that or the max stacks is way too high.
ryze doesnt need any work right now, hes in a pretty good spot. but as stated, his ult is lackluster.
lets say ryze has 5k mana (pretty reasonable. think my build goes to 6k but i digress.) considering that my build has an archangels and 2 roas, thats 355 ap.
Q:
current: Magic Damage: 40 / 65 / 90 / 115 / 140 (+0.2 per ability power) (+7.5% of max mana)
rework: Magic Damage: 60 / 80 / 100 / 120 / 140 (+0.60 per ability power) (+6% of max mana)
140 + 71(.2*355) + 375(.075*5000) = 586 damage.
140 + 213(.6*355) + 300(.06*5000) = 653 damage.
thats extremely high. all you changed besides that was the mana cost, which doesnt affect end game at all when you have 5k+ mana.
W:
current: 60 / 95 / 130 / 165 / 200 (+0.6 per ability power) (+5% of max mana)
rework: 60 / 80 / 100 / 120 / 140 (+0.20 per ability power) (+2% of max mana)
200 + 213(.6*355) + 250(.05*5000) = 663
140 + 71(.2*355) + 100(.02*5000) = 311
you say you want to make e and r more than just spam for his passive, but then make his w do exactly that. if you had reduced the cooldown by half like damage, then this might be acceptable. but i sure as hell wouldn't accept it.
E:
current: 50 / 70 / 90 / 110 / 130 (+0.35 per ability power)
rework: 70 / 80 / 90 / 100 / 110 (+0.30 per ability power) (+3% of max mana)
130 + 124.25(.35*355) = 154.25
110 + 106.5(.3*355) + 150(.03*5000) = 366.5
this is possibly the only one i agree with.
R:
well this is really.. different? you get 100 mana each time you cast a spell, with the bonus mana lost by not casting a spell every 4 seconds. its a neat idea, but 100 is really too high a number, either that or the max stacks is way too high.
ryze doesnt need any work right now, hes in a pretty good spot. but as stated, his ult is lackluster.
I like things that make me feel stupid. - Ken Levine
as for xin zhao, i think i need to clarify myself more.
lets say he has 100 bonus ad, at level 18.
current: 75 + 112 (base ad at level 18) + 100 = 287 damage, 3 hits
rework: 50 + 150(1.5*bonus ad) = 200 damage, 3 hits
that is pretty bad. considering the new one gets 3 ad for every 2 ad he builds, you would need 275ish bonus ad for it to deal the same damage as before. ****ing pitiful.
now, if you meant that it was 50 + base ad + 150% bonus ad, that would be pretty good.
lets say he has 100 bonus ad, at level 18.
current: 75 + 112 (base ad at level 18) + 100 = 287 damage, 3 hits
rework: 50 + 150(1.5*bonus ad) = 200 damage, 3 hits
that is pretty bad. considering the new one gets 3 ad for every 2 ad he builds, you would need 275ish bonus ad for it to deal the same damage as before. ****ing pitiful.
now, if you meant that it was 50 + base ad + 150% bonus ad, that would be pretty good.
I like things that make me feel stupid. - Ken Levine
Again reworked it from total into bonus damage:
Means:
current: 75+112+100 = 287 dmg
rework: 50+112(your basic attacks are still calculated into it because now it is bonus dmg)+150 = 312 dmg
See now?
Yes
For Ryze, well, i could lower max stacks to 5, then it should be better. And btw: Who gets in a full game 2 RoA on Ryze?
For his W, it should now work ONLY FOR CC, not for DMG. The DMG part of it is now shifted into E. You should now choose between damage and cc, and not getting both at the same time. This is one of the parts why
Ryze is considered OP.
I think the ratio's of Q should be lowered to 0.5, 5%.
140 + (0.5 * 355) + (0.05 * 5 000) = 567.5
What this math show to me after that is that
Rabadon's Deathcap would be now totally viable again.
Means:
current: 75+112+100 = 287 dmg
rework: 50+112(your basic attacks are still calculated into it because now it is bonus dmg)+150 = 312 dmg
See now?
Quoted:
now, if you meant that it was 50 + base ad + 150% bonus ad, that would be pretty good.
Yes
For Ryze, well, i could lower max stacks to 5, then it should be better. And btw: Who gets in a full game 2 RoA on Ryze?
For his W, it should now work ONLY FOR CC, not for DMG. The DMG part of it is now shifted into E. You should now choose between damage and cc, and not getting both at the same time. This is one of the parts why

I think the ratio's of Q should be lowered to 0.5, 5%.
140 + (0.5 * 355) + (0.05 * 5 000) = 567.5
What this math show to me after that is that


Well, that is the gamble with xin, he either does nothing or is totally OP. By letting him scale better overall while nerfing his earlygame will first decrease the power of his OP lvl 2 ganks and allow him to be a lategame teamfight threat.
I think Xin is an assasin actually, and for that, his ulti is now better. While he maybe deals less dmg to hp-stackers, he deals more dmg to squishys.
But after doing some math, both his E ratio and R ratio are going up.
Yeah, Ryze doesn't need one, but his E and R are very lackluster, while he has a cc skill that deals waay to much dmg. Just shifting the dmg around and making his ult more usefull helps him, even if it lowers his damage a bit. Also it should allow multiple playstyles, with that new AP-ratios, we could see some more AP-based
Ryze's again.
I think Xin is an assasin actually, and for that, his ulti is now better. While he maybe deals less dmg to hp-stackers, he deals more dmg to squishys.
But after doing some math, both his E ratio and R ratio are going up.
Yeah, Ryze doesn't need one, but his E and R are very lackluster, while he has a cc skill that deals waay to much dmg. Just shifting the dmg around and making his ult more usefull helps him, even if it lowers his damage a bit. Also it should allow multiple playstyles, with that new AP-ratios, we could see some more AP-based


You need to log in before commenting.
Overload (Passive): Ryze gains cooldown reduction.
Cooldown Reduction: 2 / 4 / 6 / 8 / 10%
(Active): Ryze throws a charge of pure energy at an enemy unit, dealing magic damage plus additional damage equal to 6% of Ryze's maximum mana.
Cooldown: 3.5 seconds
Range: 675
Projectile speed: 1400
Cost: 50 / 60 / 70 / 80 / 90 Mana
Magic Damage: 60 / 80 / 100 / 120 / 140 (+0.50 per ability power) (+5% of max mana)
Rune Prison (Active): Ryze snares an enemy unit, preventing movement. Upon casting, this spell also deals magic damage plus additional damage equal to 2% of Ryze's maximum mana.
Cooldown: 14 seconds
Range: 675
Cost: 50 / 60 / 70 / 80 / 90 Mana
Magic Damage: 60 / 80 / 100 / 120 / 140 (+0.20 per ability power) (+2% of max mana)
Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds
Spell Flux (Active): Ryze unleashes a bouncing orb of magical power which bounces to enemy units or himself, up to 5 times (for total of 6 hits). Each bounce deals magic damage plus 3% of Ryze's maximum mana and reduces the target's magic resistance for 5 seconds.
Cooldown: 14 seconds
Range: 675
Splash Range: 700
Cost: 50 / 60 / 70 / 80 / 90 Mana
Magic Resist Reduction: 12 / 15 / 18 / 21 / 24
Magic Damage: 70 / 80 / 90 / 100 / 110 (+0.30 per ability power) (+3% of max mana)
Desperate Power (Passive): Every spellcast, Ryze gains bonus Mana. This stacks up to 5 times and last for 4 sec after the last spell was cast. This mana can't be used to cast spells and will be displayed grey in the HUD.
Bonus Mana: 50 / 75 / 100
(Active): Ryze becomes supercharged, gaining spell vamp and causing his spells to deal 50% AoE damage.
Spell Vamp: 25%
Cooldown: 100 / 90 / 80 seconds
AoE radius: 200 / 250 / 300
Cost: 80 / 100 / 120 Mana
Duration: 8 / 9 / 10 seconds
Actually, I wouldn't say that
He's really strong right now though his ultimate is currently very lackluster to use. I would like to see AP be an attractive stat on him again, but we have no immediate plans for Ryze.
This says, that they want to bring back some AP-ratios on him, to open more playstyles. I think, this is also fixed with that change.
My Second Rework,
Three Talon Strike: Now deals bonus damage instead of total damage, 10/20/30/40/50(+0.7 per bonus AD)
Most champs, which have on-hit abilities, actually scale with bonus damage rather than total damage, why not Xin? This gives a good chance to balance the ability.
Audacious Charge: Range decreased to 500, now deals physical damage, 50/80/110/140/170(+0.8 per bonus AD)
This should take down a bit the utility of this ability which makes it OP, while giving it also a possibilty to scale. Some people say all champs need an AP ratio, I would say no, newer AD-Champs don't have any AP-Scaling. And Xin actually scales so badly, he can't have an AP-ratio. He needs the AD-scaling.
Crescent Sweep: now is increased by 10% of maximum HP rather than 15% of current HP, 100/150/200(+1.2 bonus AD)
This should change the feeling of his ultimate through the game. I think, everyone agree's, that a scaling with current health is most time ****. He needs more ways to scale better into lategame and this + the new AD ratio opens it to him. For that, again the base dmg was reduced, but it should deal way more dmg, the part, this ability was missing.
This should make Xin playable again, while taking some of his "OMG OP" site.