Original Post — Direct link

Riot Scruffy Tweeted the upcoming changes for Anivia


With Anivia needing adjustments for 10.25, @RiotAzuBK wanted to expand the scope a bit and do a QoL pass on her

Goals:

  • Unbind her from Tear so it's an option not mandatory

  • Improve reliability and flexibility of Q and R

Tuning may still change, this should be on PBE next week



Image version of the changes: https://i.imgur.com/kapwFXS.png



Base stats

  • Attack Delay Cast Offset: -0.008 >>> -0.1

  • Basic Attack Missile Speed: 1500 >>> 1600

Q

  • [c] Damage down, utility up, QoL up.

  • Now Chills enemies it passes over

  • Passthrough Damage: 60/85/110/135/160 (+.45 AP) >>> 50/70/90/110/130 (+0.25 AP)

  • Explosion Damage: 60/85/110/135/160 (+.45 AP) >>> 70/105/140/175/210 (+0.5 AP)

  • Cooldown: 10/9.5/9/8.5/8 >>> 11/10/9/8/7s

  • Mana Cost: 80/90/100/110/120 >>> 80/85/90/95/100

  • Missile Speed: 800 >>> 950

W

  • Length: 400/500/600/700/800 >>> 500/575/650/725/800

  • Cooldown: 17 >>> 20/19/18/17/16s

E

  • Mana Cost: 50/60/70/80/90 >>> 40

  • Damage: 50/75/100/125/150 (+0.5 AP) >>> 60/90/120/150/180 )+0.6 AP)

R

  • Cooldown: 6s >>> 4/2.5/1s

  • Damage: 40/60/80 (+0.125 AP) >>> 30/45/60 (+0.125 AP)

External link →
over 3 years ago - /u/AzuBK - Direct link

Oh, I missed a line in the text version of the list. I can't check the exact numbers atm, but ult cost is also down a bit as well. It'll show up on PBE shortly, though.

Main focus is to make Anivia feel better to play in modern League without much change to her core identity or skill-tests. This is meant to be a large buff, because Anivia was hit by a large systemic nerf in 10.23. Also, the reason we didn't hotfix Anivia is because I already happened to be partway through an Anivia modernization pass when she dropped precipitously in the preseason patch, so I wanted to use that extra room to find more buffs with long-term value for the champion instead of hotfixing in generic power.

For those concerned that this is too large of a buff—if it's too much, we'll nerf her. I think a lot of these changes will make the character feel better to play without significantly eroding counterplay, though, which is the important part that will stick around when she's balanced.

over 3 years ago - /u/AzuBK - Direct link

Originally posted by Aaron1997

How do you feel about Making you being able to Cast Q2 while CCed? This has been requested for a while and I don't think it would remove counterplay like making R uncancelable.

I tested this in the first iteration of the changes (because responsiveness up was a core value). Playtest team felt it was pretty notably counterplay down and it generally felt cheap when she was able to pretty reliably CC you while she was CC'd, so I pulled the change.

over 3 years ago - /u/AzuBK - Direct link

Originally posted by Reason-97

Just out of curiosity, not wanting to be a bother, but I’ll admit this isn’t at all the direction I expected buffs to go in. How do you and riot in general feel about her health and squishness, since that was another large reason she built ROA? I almost expected the buffs to just be on the lines of the kassadin health per level buffs (although these are VERY nice, just not what I expected)

So, I definitely sympathize with the health decrease. Ultimately I looked at it as: I have X amount of power to work with to make Anivia feel like a functional modern champion. Where do I put it?

If I had extra room left-over, or if she's still too weak after these buffs, I very well might consider some sort of base health or health per level, but it just didn't make the cut over any of the changes I thought were most important (and I had to decrease R damage somewhat to even make room for what's here).

over 3 years ago - /u/AzuBK - Direct link

Originally posted by Swainivia

Have you considered removing the cast time on her wall? Or bugfixing it so that people can't just walk through it sometimes?

I think removing the cast time on her wall would be a bad change for the champion. Being able to consistently stuff movement skills would require her to be weaker in other areas of her kit and would also be most powerful in support, because that utility doesn't scale with gold, along with encouraging her to hold on to her wall to use it reactively instead of proactively setting it down to define the battlefield.

If you have specific reproduction steps for people walking through the wall, then I can take a look, but I haven't seen it myself.

over 3 years ago - /u/AzuBK - Direct link

Originally posted by OK_Bubble_Buddy

It's just a visual bug really so I wouldn't worry about it. Game will just take a second to realize that they should've been pushed this way and not the other.

Ah, I see. That's unfortunate, but I don't really have the capability to fix that as a designer (or to know how difficult it even would be to fix, I think). Thanks for the info.

over 3 years ago - /u/AzuBK - Direct link

Originally posted by Swainivia

I 100% think these buffs are enough to bring Anivia to a more than playable state. I'm not asking for more than what you've already implemented, but I'm wondering what you thought of Anivia's passive, and if you'd at any point considered scaling down the CD with ability haste, or some other form of change.

Did think about passive. Didn't feel like putting power in it would help as much as the other places it could go, especially when we're looking for play-feel improvements.

over 3 years ago - /u/Bellissimoh - Direct link

Originally posted by Zoli_Ben

Hello, what happened to Nautilus skin? The last video implied it wasn't the Conqueror skin...

Nautilus’ next release will be in the second patch of 2021.