Original Post — Direct link

/u/RiotRayYonggi tweeted:

Sivir Rework is incoming to PBE this week so posting the full list and goals here. NOTE: Numbers are not final but do reflect direction. Posting a video of new W behavior in replies.

Sivir W behavior change: Can now double back onto targets it's already hit. Will prioritize closest target that has been hit the fewest times.

Changelist:

Stats

  • Mana reduced from 325 + 50 per lvl to 300 + 40 per lvl

  • Mana regen reduced from 8 + .9 per level to 6 + .8 per lvl

  • AD changed from 63 + 3 per lvl to 58 + 3.3 per lvl

  • Base HP reduced from 632 to 600

  • AS growth increased from 1.6% to 2%

P

  • Now decays over 2 seconds instead of flat 2 seconds

  • MS increased from 45 - 60 to 55 - 70

Q

  • Base damage changed from 35 - 95 to 15 - 115

  • AD ratio reduced from 70% - 130% to 70% flat

  • Cooldown increased from 7 seconds flat to 12 - 10

  • Cast time now scales .25 to 0 seconds based on attack speed

  • Damage is now increased by crit chance, up to 100% bonus damage

  • Mana cost reduced from 70 - 110 to 55 - 75

  • Missile speed changed from 1350 both ways to 1450 outwards and 1200 inwards

W

  • Buff duration changed from 3 attacks to 4 seconds

  • Now grants 20% - 40% bonus AS

  • Now limited to 7 bounces per richochet

  • Can now bounce back to targets already hit

  • AD ratio reduced from 30% - 90% to 30% flat

  • Bounce range increased from 450 units to 500

  • Mana cost reduced from 75 flat to 75 - 55

E

  • No longer refunds mana

  • Now heals her for 60% - 80% AD + 50% AP

  • Now procs her passive

  • Mana cost increased from 0 to 40

  • Cooldown increased from 22 - 10 seconds to 22 - 14

R

  • No longer grants AS or initial big burst of MS

  • Still has the lower amount of MS

  • Duration increased from 8 seconds flat to 8 - 12

  • Refreshes on takedowns within 3 seconds of damaging

  • Auto attacks now reduce her ability cooldowns by .5 seconds during ult

External link →
over 2 years ago - /u/RiotRayYonggi - Direct link

Appreciate all the thoughts and hot takes in here. I can answer a few questions a little later today if they are replies to this comment

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Meerkat47

Is the AD reduction on W from 90% to 30% not ridiculously harsh? Love the detection of the changes but genuinely concerned that this will completely kill her late game damage, especially considering her early game damage is also decreasing significantly.

Thanks for this comment, this is something that doesn't really come through from the video:

W is FAR more consistent and there's far more of them. On live, if you hit all 5 enemies with W, you would get a 3.6 tAD from bounces alone. Across 3 auto attacks, this is a 10.8 tAD ratio. Pretty big! But very hard to pull off.

The new version is 7 bounces at .3 ratio, but due to the duration change is somewhere between 6 and 10 auto attacks. Assuming this is 6, this is a 2.1 tAD ratio over 6 autos for an entire 12.6 tAD. In addition, they are FAR more likely to hit their ceiling for damage due to changes in behavior and range.

In all honesty, the correct number may be even lower than .3 with the above context, but it's not exact science and our analysts are working on it.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Ephemeral_Being

In playtests, how does she not go OoM? Is she bound to PoM+Manaflow? Do you envision her building Tear? Tear+ER? Doran's Ring, Tear, ER?

Have you considered making the W bounces apply on-hits? Or, at least, proc spell effects? It's hilarious to me that a level two Sivir with a Jungle item just dies killing Raptors. Not that Jungle Sivir is on your radar, but it's one of only a handful of abilities that don't activate Tooth and Nail when it hits enemies.

The intention is for her to be similarly "bound" to PoM/ER as Jinx and Lucian. This is an area we are actively tuning however so those numbers may change.

Yes considered, decided against it. On-hit items are a scary system that may cannibalize her builds (titanic!?) and the spell effects part is spooky for things like Aery, comet, and scorch in lane. Overall, current functionality is more than fine.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by moody_P

as a casual sivir enjoyer I'm a bit worried about the heavy nerfs to utility in favor of damage; I feel like her ability to quickly rotate and disengage with R was a large part of her value over other AOE hypercarries and reducing that means she's going to overlap more with Jinx and Twitch, who still have less utility but more than make up for that with the range Sivir lacks. Wont this mean she'll be more easily replaced by other picks when/if it's not a good meta for her, or if her numbers are just worse at the time?

The goal here is that she's head and shoulders the best marksman for damaging heavy-melee teams, above Jinx and Twitch and Aphelios even. That should carve a solid niche of "Weak against spread ranged carries, strong against multiple frontline"

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by S890127

Can you explain why you guys think the E mana refund was a bad design? Not mad or anything just curious.

Sure. It basically meant that you were forced to press E every X seconds or else your pattern falls apart. Telling players "You can't press your fun buttons unless you press this other one and put yourself in danger" isn't very compelling design and was one of our identified areas where she was feeling really archaic.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by williamis3

What was the overall goal for this Sivir update?

It seems like her early game is going to be quite a power down for a mid-late game increase.

The intention is to have a solid curve where her early-game is weak but not tragic but her mid and late are very potent. The base stats and Q nerfs for early in particular were to off-set that W and E are far more effective laning spells now, so up until those nerfs she was actually performing too well in early-game for how strong her mid/late was.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by MxrtxnWxndlxr

Hi 👋🏼

Sivir is one of my favorite champs because of her satisfying AoE and I think the changes look pretty cool!

I'm worried how she'll feel early game though... I understand that she'll probably be even more of a teamfight monster with these new changes but the mana nerfs and bAD reductions on spells make me fear that she'll feel pretty awful to play until like 2 items at the earliest whereas right now she's pretty enjoyable as soon as you pick up a few components.

Not asking for buffs or anything like that, I guess I would just like to know if you guys are planning on balancing her around having a bad laning phase to offset her strong mid-late or is the goal for her not to feel much different early game and you still might shift some power around depending on how the testing goes?

I posted above, but we found that the power increase for W early game and E having a heal made it so her actual trade pattern was functional in laning phase, so her lane is actually comprable (or better?) than live. Try it out yourself and lemme know if you feel differently.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Meerkat47

This makes sense in a vaccume, but you have to to take into account that a 500 range adc often finds it very hard to auto attack more than 3 times. It’s very rare to see a crit Sivir free hitting the enemy team the same way you’d see a Jinx do the same. I’ll trust you guys on this one though, and I’m looking forward to the changes!

Agreed. Getting more than 3 autos will be the skill-check for the Sivir player that should be rewarded handsomely. On live, you're barely rewarded at all for autoing (hence lethality Q builds being the best), the goal is to not make it necessarily easier to auto, but make it FAR more rewarding to get them off. A strong team-fight performance should have positive results for sivir.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by CriskCross

the spell effects part is spooky for things like Aery, comet, and scorch in lane.

Because it increases her damage too much or because it allows her to land damage too easily? W the wave and if it bounces to an enemy and deals an extra 65 damage?

Also, sorry if I missed it but if she's too strong, what would do you think you'd hit?

Yeah exactly. W on the wave is extremely reliably going to hit people with the new range, so giving it more damage is a no-go during laning phase.

Probably cooldowns to be honest. The R reducing cooldowns means base cooldowns can be higher in theory. Wary of damage because she needs to be rewarded for getting good casts off.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by cancerBronzeV

Probably because they want to make first half of Q more reliable, but not the second half.

Exactly. The goal here is that you're more likely to get the first hit (on live it's too hard over game-time) but not necessarily always going to land both hits, especially in close range.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Spideraxe30

What is the dark sivir tech from playtests, have kraken + lethal felt better or are there better crit builds

Lethal + Kraken/Galeforce has been pretty popular. Collector and PD for legendaries

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by BacePilot

With the base damage and AD scaling decreases on Q and W, isn't her laning going to be atrocious?

I posted above, but we found that the power increase for W early game and E having a heal made it so her actual trade pattern was functional in laning phase, so her lane is actually comprable (or better?) than live. Try it out yourself and lemme know if you feel differently.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by DanteStorme

How do you feel about infinite / refreshing ults because it seems to be happening with a lot of these updates and new releases zeri/Olaf/ahri and now sivir, is there an intention to make it so that team fights definitely result in one team running down the other team after getting one or two picks? They all seem to add mobility too.

For Sivir the hope is that her short range makes it much more tolerable and since it applies to teammates means you can rotate off a teamfight to an objective slightly (20-30%) quicker if you win. Each champion has their own reason for having a similar mechanic, but for Sivir it rewards teamfighting with her.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by trapsinplace

It seems you're trying to turn her into a scaling AOE/utility marksman, am I right in thinking that?

I can't help but feel that the current numbers will leave her on the weak side. She won't scale as well as Tristana (who even has some very good early game matchups to scale faster) or Jinx (who is quite safe while farming) for starters. Sivir now scales but has sacrificed any hope of winning any matchups in lane. A scaling champion who gets bullied is going to have a rough time. She also lacks the range of either of those champions so is far less safe throughout the entire game including when she's scaled up with items.

Sivir in general may run into issues with the identity you're pushing. On one hand her kit wants you to get into fights and kite (500 range, W bounce, E to block critical spells, R movespeed) but on the other hand she is going to be jumped on by people and get blown up. It feels like she may fall into the situation where she's rarely picked because a blind pick or the wrong comp is too dangerous for her. Or perhaps she will be very good in pro play for her utility and scaling damage, but I solo queue she's a sitting duck.

Have any of these thoughts crossed your mind during design or was it more about getting this out now then working on the details later and tweaking as needed? I'm really worried that she won't have a place in the game unless her numbers back up this new high risk high reward play style.

Yeah definitely. Specifically aiming to NOT make her a broad, pick-every-game champion. Those champions (in my opinion) usually lack counterplay in one department or another, so the goal here is that Sivir can do LOTS of damage in games where she plays well and/or picked her in the right scenario, but she's not a Jinx/Lucian who is picked every game regardless of context. In addition, 500 range should mean opponents have clear opportunities to stop her damage. This is some old-school design philosophy but that's my big bet.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by LagOutLoud

I'll withhold judgement till it goes live, But this seems incredibly impractical. Live Sivir might only get the 3 bounces per cast, but at 13 that CD is short. And Sivir being a short range ADC this allowed her to get into auto range, blow 3 fast autos and get back to safety if needed. No 500 range ADC is going to be able to just stand in range and auto the whole time to get those bounces. This update will be very powerful in silver and below and awful above that where teams will spread away from bounces more effectively. Mana cost and no refund on E will make her mana issues worse, not better even with the cost reduction of Q. As a Sivir main I could not be more disappointed by what I read in this update.

Please give it a few tries and let me know if you still have the same concerns.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by curse-of-royal

Hi RayYongii, I’m excited to see one of my favorite champs getting modernized. In specific, I’m happy to see Sivir getting pushed back in the direction of crit builds. My question: Is Sivir’s identity as the marksman that pushes the fastest something that is trying to be maintained through this update? Personally what initially drew me to the champ was the ability to outpush the opposing laners to siege down a tower and I always saw the mana refund as an important part of that.

She should still push fastest out of all marksmen.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by ConfrontationalJerk

Was the new Sivir W code difficult or did you guys manage to reuse like old Ryze and Brand code maybe? Also curious why you guys want to reuse the Kog'Maw W power paradigm with Sivir even though the former rarely gets picked partially because of him being so reliant on his W cd.

Oh, the bounce logic was written by me (which means probably jank?). A little difficult but luckily I studied comp sci in university so it wasn't totally foreign to me.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by go4ino

the changes are super sick im hella happy

more of general questions but

  • what was the main motivation behind tweaking spellshield to restore health and not mana? im curious how it will play out in team fights
  • is sivir still tied to essence reaver mana wise? ik a lot of ppl had gripes abt new ER on her

Mana is removed so it's not determining whether she can press her spells. Heal because it should soften some lane matchups where the shield is not quite as good (like versus Zyra or other poke champs) and give you something you care about in actual fights.

We hope that Sivir is not tied to ER any more than Lucian for example. She should be able to opt into ER to not worry about mana, but should be perfectly functional with other options as well.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by greatestbird

Is the auto reset kept on her w? I love that e procs passive. That’s going to be sick

Yup! W reset is kept. Thanks for the feedback.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by NSawsome

500 range is often not enough to get in range for all 3 aas even on live, which is why she’s building lethality no? Just like how Xayah built lethality cus no range to aa and set up e, and how jinx was able to take over the meta with 725 aa range. This feels like it misses why these champs are being pushed towards lethality by forcing them into Crit with ratios and Crit scalings

Yup the bet is that 500 range on a marksman is possible if you give them the right tools to succeed when they get in range. For example Samira. Lemme know if that's not the case in testing.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by cadaada

Do we really need even more healing?

It shouldn't be so potent that it's warping in theory. Lemme know if that's not the case in testing. It's something like 2x Taste of Blood in early game and similar to summoner heal later in the game.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Jiaozy

Will the W finally become an auto-attack or will it remain this weird counter intuitive thing, as it currently is?

The bounces are not auto attacks because that brings lots of baggage with it (like on-hits, conqueror, etc)

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by StrwbryAcaiPanda

Would you guys consider removing the heal on her e and instead either remove the mana cost or lower the cooldown? I don't mind the mana restore being removed, but the heal seems unnecessary, especially when BT/enchanters/heal exists. I feel the power would be much better spent elsewhere

What we found was that unless the E has an alternate reason to cast other than blocking Blitz Q (or whatever the other key ability is in lane), then it's just super lame to play with and against.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by FarmNcharm

Hello, is there a reason that you guys added an AP scaling to her heal? Or is it for just shits and giggles.

Mostly sh*ts and giggles

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Ckrest

Slightly off topic from just Sivir but applies to her and other attack speed steroids abilities. Have you considered having the duration start on auto attack instead of button press?

I find often on Xayah that I hit w to get the move speed from hitting the enemy and feathers but if they go out of range, or I cast it from too far away I lose a large potion of my auto damage without even getting a single hit off.

It just feels weird to that the correct play is to make sure to get closer than my max auto range so you can use the attack speed and immediately start attacking with it instead of just right clicking on someone when approaching.

That's an interesting idea. Not sure why we don't do that (my guess is so there's more mastery behind it?).

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by StrwbryAcaiPanda

I think that's fine when you look at the ADC roster overall, but please realize that some people just want to play Sivir because she's Sivir. Won't know how I feel 100% until I get to test the changes, but it'll be very disappointing if she is literally unplayable in games with multiple ranged champions.

Agreed. If you find it's too sharp (like she literally can't be played into X% of comps) that's good feedback.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by CerbereNot

I mean one rotation of spells early game and she now loses half her mana, you want her heal to save her lane but it really feels like mana will just gate her even more and make her even worse vs matchups that outrange her, her base stats are terrible

Mana tunings are WIP, especially for laning phase. Thanks for the feedback.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by NSawsome

Ok so with kraken er ie and zerkers and her w maxed that’s 120% bonus attack speed, at level 13 thats also 26% as from growth so 146% as, with a ratio of .625 thats 1.536 as, meaning the expected value of w is approximately 6 aas which as mentioned above in optimal conditions is potentially better than current w, however before this it’s just worse 95% of the time no? This because her being bound to er gimps her as until significantly later in the game

Depends on how many targets. New W is ALWAYS better at 2-3 targets than the old one.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by photographyraptr

But I feel like you aren't really tackling that being difficult to auto is the reason she's not being played at all outside of poke lethality and even then she's just a worse varus at that. Sure it can be rewarding, but why take the risk when there are longer range champions that can still output damage without the risk of being such short range? I like the idea of the new W direction but my worry is that it just won't feel like she'll stand out over other teamfight adcs cause of how hard the short range will be to navigate vs. others.

Yeah lemme know how you feel when you test it. The intention is to be similar to Samira where they are situationally the very best pick but not a top pick in 95% of games like Jhin/Lucian/Jinx

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by NSawsome

Landing q max range guarantees both hits and this makes that more reliable, and the second hit is less likely when someone’s on top of you emphasizing the range of the ability as it’s strong point

Correct, good analysis.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by NSawsome

I think the heal will be really nice for this reason but like how does this champ not become hard bound to PoM ER and maybe even manaflow? Her q is still rly expensive and she needs to use it to dps and waveclear especially with a weaker w on 2 items. has her waveclear felt any different in testing in early to mid game essentially as that’s often what I feel gates my mana on Sivir

Her waveclear is similar in early mid, slightly worse in the late-game. Mana is an area we are actively tuning so feedback is valuable.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Jiaozy

But how come something like Katarina ult can proc on-hit, stack conqueror and all that when it looks like anything but auto attacks, while Sivir's W is literally her auto-attacking will smaller boomerangs but doesn't?

Because she's frequently kiting and these boomerangs can be hitting people off her screen.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by k4AcaoSVC8vQZSO8FMbn

Specifically aiming to NOT make her a broad, pick-every-game champion.

When should she be picked, in your view? The ult doesn't justify picking her any more, as I think I've seen you mention. I feel like if you're picking her because the enemy is short range you could just pick any long range hyperscaler and be safer while dealing nearly as much damage (or more, due to the safety allowing you to AA more). Is the goal just to double down on her damage until the tradeoff is worth it?

Yeah her damage and teamfighting vs heavy melee comps should be sharply better than Jinx/Aphelios etc. So while Jinx may get more uptime, Sivir should get dramatically higher value in whatever uptime she gets.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by ChiefBlueSky

Are there any preferences to bounce targetting written in? e.g. prefers bouncing to Champs if in range, prefers bouncing to a target with a target (avoid dead ends), do they prefer the closest target, or closest non-repeat target, etc.?

Prefers bouncing to targets that have been hit the least.

Literally the logic is: It checks all targets in 500 range for how many times they've been hit, then out of the lowest-hit targets (0 hits in most cases), it jumps to the closest one, then repeats.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by bowieneko

Curious since I do not know much about coding and I'm interested in the process of technically making a champion, but were you/would you be able to salvage parts of old Fiddlesticks' crow bounce code in it to possibly prevent or mitigate what you call jank or is it a lot more complex than that?

No idea how I'd even find that code, and I don't know enough about old Fiddle to know if it would produce the same behavior tbh.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by FarmNcharm

I like shits and giggles. Now add one to her Q and she can go Corki build lmao

Q still has one from live.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by SyriseUnseen

Why not higher then? AP sivir will be atrocious either way, might as well make it 100%. The 20 extra heal with baron wont matter tbh

I don't want it to ever be real lol. Just enough so baron/staff of flowing waters isn't wasted.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by bz6

I am assuming the Heal on E will only proc if the spell shield absorbs an ability correct?

Correct

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by UpstreamRedteam

I know this is a midscope, but did you guys tinker with the idea of giving Sivir more from her kit, depending on how much gold the player had unspent?

Yeah I had tried some gold-related things, but failed to find one that wasn't just tacked on or would take budget away from other spells.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Slumberstroll

why did you decide to keep the teamwide MS buff on her ultimate? i thought one of the goals was to reduce utility to strengthen her individual carry potential.

Wanted to keep it because it's iconic for her design, but did not want it to be so potent for moving teammates around (hence the removal of the burst). Removing team-wide movement speed would make her too foreign I fear.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Tronei

What are you guys aiming to achieve with these changes? As someone who was once upon a time a Sivir enjoyer, I feel like these changes don't really address the weaknesses of the champion. There are definitely some good ideas in here, such as the crit on R lowering cooldowns, but I feel like these changes don't address her on-going issues and why the lethality build is the more used build currently despite, in my opinion, being the worse build than crit. It's not because she doesn't scale off crit well enough, it's because she has issues consistently applying her damage with crit build due to her lack of range and requirement of needing more items than some of her counterparts, while also being a worse early game champion than most of the marksman who have similar range (Kog'Maw maybe being the exception, but I think he is more powerful than her early since his damage output is more consistent + he gets a bonus attack range on his main DPS spell).

Now all that's happening is her early is taking a hit in exchange for the idea that she'll be able to hit this nutso powerfantasy fight where she's AoEing 3+ people in fights and getting more damage off. While the numbers do indicate a net positive change in that regard, the problem is that I feel the design is aiming too much for the perfect scenario and not looking at the fact that A. she doesn't have a way to consistently achieve that scenario and B. she is now going to have an even harder time reaching the point where she can actually pull off that scenario. It just feels that, to me, the aim is for the theoretical rather than the real life application, and it leads to a disconnect where certain things seem like they'll make up for it, but the inherent weakness is the true issue and is not being addressed with these changes.

We want to maintain the weaknesses specifically. Sivir's unique weakness is her low range+no dashes, but from that gets the unique strength of best in class AOE damage. The intention is to make her very effective when she finds opportunities to off-set her range disadvantage.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by CannoloAllaCrema

I like your idea of removing lethality sivir, but aren't the changes on her E maybe a liitle too much? That would force her to go ER first or be out of mana every time given that her new "go to" ability (W) isn't exactly free

Mana changes are very WIP. Adjustments will likely be made before live.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by papu16

I an interested - what's up with her mana management? One of the reasons why people used to like lethality builds - u had tear/manamune, so you was able to spam skills a lot, at the same time crit sicir without ER have trouble with that. Also if somehow - W max first gonna become meta - you will try to change that?

We would prefer Q max to be optimal. If we find W max is clearly optimal, adjustments would likely be made.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by S145D145

I'm mostly concerned about mana. Sivir depended a lot on E to get mana to get through lane (or build tear). Seems now that she gets less mana while not having any mana recovering tools, and tear is bad since it doesn't give you either AS or crit for Q.

Im guessing her final builds will probably always start with ER and either go for full AD (BT IE Navori etc) for the Q's to simulate the old Lethality build (which would end up being way more expensive) or for ER with Kraken, PD, IR and another AS item + Lethal Tempo to maximize W

Mana costs are WIP, we are very aware of the community's mana concerns. We have to balance between "give her normal mana costs" and "don't let her wave clear over and over for no cost".

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by sp33dzer0

Have you tested her wave clear at w being 60-40 mana? I feel like even with the change she is still more mama hungry than jinx for pushing waves (since you said you want her PoM/ER gated link Jinx Lucian)

We did and it was pretty messed up, BUT that was before the base stat pass, so it's totally possible we can go back on it a bit.

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by throwaway98732876

From your experience from playing her with the changes, do you think this "skill check" aspect gates her too much? That is to say, is she now more trouble than she's worth?

Because I like the idea of Sivir having this skill check aspect that you call it but I worry that if it's too opressive that it's gating her more than it should when you compare it to the other ADC's in the roster that seem to have much of a less harsh "skill check" to them.

Our experience is that it's similar to Kai'Sa in positioning difficulty at higher reward when backlining

over 2 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Fabiocean

Does her ricochet even proc Collector? It doesn't interact with a lot of on-hit/spell effects, after all.

It does proc collector