Heyo, I'm Riot Maxw3ll, the designer responsible for the Zac Revert. Figured I should go through this point by point to hopefully clear some stuff up.
Knockback Distance:
- The old Zac ult had a flat knockback distance that counted from their position. The way we tend to do knockbacks nowadays is to count it from character center, ie, Zac's position. This means that whether you're next to Zac or on the edge, you'll get knocked to the same point 500 units away. This helps with understanding where your target will be when they land. I have increased the knockback distance from what it started as on PBE, so you should notice some difference and you should always get knocked back at least some distance.
Number of Blobs:
- This one I did change to match the E paradigm, as essentially what it does now is drop 1 blob per champion hit. This rewards a Zac who gets a huge ult off, as well as encourages players to move around in a fight and get more knock ups. The old way is certainly more DPS in 1v1s, but I'm pretty sure in team fights, R > W > instant W refresh from multiple blobs > W again is probably more damage, and certainly more AoE damage as well.
Direction of Blobs:
- This one is fairly strange, since I really don't do anything different with the blob code than the other spells. It's also strange because I just used the phrase blob code in an honest to god sentence at my day job and I might spend the rest of the day reviewing my life choices. In the mean time, I'll take a look at this because I can't see at first glance why it would be different.
Flashing during Ult:
- I actually tried to repro this for like twenty minutes and got nothing. It's possible I have a different version or something, but if you had a video or could tell me how to repro it, it would help a lot.
Zhonya's:
- The way it worked in the old system, where Zac would continuously deal damage while stasis, in my opinion, is the bug. I generally judge this off of how embarrassed I am to explain the interaction to a player who's never seen it before (So, he's immobile and immune, but can still bounce on me and kill me?). I understand there was a fair bit of survivability here that Zac utilized in a squishier AP build. My general planis to keep an eye on AP zac and see if he needs a compensation buff, but there's enough different about the world we live in today than back then that I don't think it's worth doing without some data.
Voice Lines:
- Looks like these didn't get hooked up with the rest of the sounds. I pinged our sound person. I don't know if they weren't included because we don't have them anymore or if we just forgot. No promises, but I'll follow up with our sound engineer to figure it out.
Thanks for posting, and thanks for reading!