Idea for Zac. When you die, you can click to move like normal and that is where your blobs will go (Blobs movespeed it reduced but they do get bonus movespeed, making it faster to get them togheter) This would allow him to either try to get his blobs to safety and revive, or get his blobs togheter faster. It's like you have to react to get your revive off
you thought about " why no one plays with x item " ? like why no one build navori or silvermere , stormrazer , umbral glaive , or even the support ward item ?
A way to keep kogs kamikaze passive could be to add a dmg scaling portion based on how much dmg he took in the last x seconds before he died, making him scary to instaburst, kind of like a sett W but with reduced scaling
And perhaps give him a single time dash. Like activating his Q while his passive is active allows him to dash a short distance. Would make it more difficult to get away from his explosion. Nowadays everyone has a dash or means for a quick getaway.
@@nicholaswulf4563 they could make it so he can cast his e to slide on the ooze when he is low, either a short dash like Vayne tumble or a move speed buff on it, while also slowing the target. Imo this could make him a bit too strong thoe. Maybe a flat move speed buff when moving towards champions like sett Q move speed/Vayne passive
One thing that has always bothered me about Kog is that while in the lore, he is a hungry creature that loves to eat everything, but in the game his kit has nothing to do with that. He can regurgitate projectiles to attack enemies, but he can't actually eat anything in-game. What if he gained a passive that allowed him to walk over the corpses of minions that he kills to eat them and permanently gain a little bit of on-hit bonus damage for his basic attacks? And perhaps even permanently increase the damage dealt by his Icathian surprise by a small amount for each stack he gets from eating.
@@prettygrllswagg the problem with that is kog maw is already such a massive late game threat that giving him infinite scaling aswell would be a problem
Extra damage doesn't matter if your far enough in the lead to have the soul. If your 5+ kills above the enemy team, and chances are, you are if you have the soul, you just win fights anyways, but it only helps with fighting. To beat a team that has a soul, you don't fight, you look for picks, split, anything but a massive team fight. And the extra utility every other dragon soul gives helps counteract that a bit better.
Imagine if when zac died he placed a giant field of slime that would slow enemies it would allow him to have some pressure while dead while also not making it so that he can still get a post mortem penta like karthus. The main issue I can see with this is definitely clarity for the blobs vs the slow on the ground.
@@allykat5931 basically bigger singed glue, it would be good to help counter the mobility we have in the game rn (I’d hate it tho cause I play irelia lol)
Honestly, I think - especially between Zac and Anivia - Zac's passive does enough. Zac is a dive-tank - his job is to jump into the middle of the enemy team and drop a huge amount of CC, such that his team can follow up on the chaos and win. His passive allows him to do this with much more impunity, as he can engage into 5 people and win the fight while his passive prevents him from dying. The value on the passive isn't what happens when you die, its that it lets you choose fights you otherwise couldn't without dying. I have no such justification for Anivia, however - she's a squishy mage and doesn't want to be in the middle of the enemy team anyway.
@@samfriend3675 I mean, honestly, take the idea up here for Zac and give it Anivia. Not only would it make sense because it's already mentioned in her lore that her rebirth is heralded with strong blizzards, it also would feel better to die as Anivia. At least then you aren't just some unmovable minion your mates might choose to protect, you now are a zone that makes it sigificantly harder for the enemy to fight you and your team. Edit: Well, should have watched the video first I guess, Vars said the same thing xD
The idea of activating anivia's ult when she dies actually sounds good And for zac, maybe that the pieces of slime he leaves when attacking also become blobs that try to go to the center
@@Pelmite the immediate damage would probably be weak, and many melee champs have great armor or burst him too fast, so they would left the scene with around 80% Hp. Kog's passive is Just bad, the optimal way of fixing It is a complete change
i would do something like, the damage is stacked by the number of people who assisted on the kill, if kog's killed by a full 5 gank his explosion deal 70% true damage of evey champion his by the explosion, also you can pick the path. It would make ganking him a risky endevour since the more people kill him the more damage he lays.
Only advantage of Eggnivia would be that if as Anivia you're low hp, then you tp, and if the ennemy doesn't have a cc that interrupts a tp, ypu still TP 1s Eggnivia
Not true there is the classic wall an enemy who has come to dive you under tower forgetting you have egg strat. I love using it as an Anivia main. Or having your teammates protect you in the middle of a battle as you revive
Anivia passive is also reliant on the team playing around it. The passive when the team plays right gives your opponent a choice, do you want to focus the egg to get the kill instead of going for the team around her, or do you want to focus the enemies while risking your kill on anivia doesn't go through and she comes back and maybe turns the fight. I love the bird.
@@minhminh-wp5lg it is even better lategame, when you can be protected In teamfights. People trying to dive you are pretty much doomed, because it’s either you just killing them with a ton of hard cc and damage, or them getting to kill you ONCE and your Team murdering them until you revive. Given that anivia can build a lot of hp this season, she doesn’t having to fear getting randomly popped.
Calling that infinite value is bullshit, these are undefined or highly unpredictable value abilities. These don't allow you to do infinite damage or to instantly win the game.
For me, I think Kog's passive should scale equal to the amount of health he lost during the last 1.75 seconds. The move speed should also increase proportionate to the amount of health lost. I feel like this may be too overpowered though since it completely counters any assassin that kills in under a second.
Yeah but the assassin also has a counter to that: mobility, which is down to skill ultimately. They have to think on the way in and the way out, and cooldowns and all that. It's a sick idea
Point about Kog'maw passive - it is out of place. Other death passives are at least in some kind synergistic: sion is a tank that can keep fighting and be a threat and a meat shield; zac can do the same, except he stays alive. for anivia is second life, for karthus is extended fight for 7 seconds. and for Kog? just a bop of damage after 4s, over which you have practically 0 control. Its super "eh". Kog needs a new passive, literally anything that does something will be fine.
But I mean, you would never be able to play, let's say, a ryze like you play karthus There are players that use karthus and sion's passives so well, the first functioning like a zoning/nuke tool, the second one functioning more like splitpusher/duelist steroid, and I think that is really cool
@@brunobarbieri3871 I agree with the Karthus point. Plus, his lore states that he's obsessed with death. It all culminates in a kit that potentially rewards the player for dying in a smart position.
With zac pasive I think the game encourages you to play with ur team in life threateaning situations, with the blobs the enemy team most of the time have to decide with wasting time stoping the passive which gives ur team a free window of damage or in other cases you manage to revive and cleanup the low life enemy. I think in zac's case the player has to play with the revive in mind to make something happen.
Staying alive doesn't mean you are doing a good job. If you play an engage champion, you risk your life in order to make a play, but it's worth it to die as leona for example, if it means you will feed your adc a shutdown. Karthus' gameplay revolves around his passive. It makes a mage want to get in the middle of the heat. Anivia and zac passives allow for more aggressive play, since if you would end up with a one for one after a gank with a different champ, this allows you to be more aggressive and get a one for nil. Sion's passive makes enemies think twice before they kill him. Dying is a normal part of league and the passives make for interesting interactions. How many games have you had where you have 0 deaths?
I mean he's still right they should not compensate for Champs kits being poorly made or mismanaged not to say items should be pointless because then people would win at champ select even more . There trying to fix things with reworks but its taking quite a while to just update Champs that have out dated stuff like kogmaw ,pantheon, doctor Mundo, but the purposely spread them out for maximum profits.
@@a.arrondel6379 not meant but it should be an option to chose between more utility or more damage. What it actually is that mages are forced to chose utility because of Champs like assassins and bruisers. You're not building items for your champ most of the time you have to build items against your opponents and that's bad game design because mages just build items just to survive. It's even worse if the opponent builds anti mage items like wits end because you're just skrewed most if the time even if you have zhonyas. It's a bad meta for most mages as they are too squishy and die in 1 melee trade except for like vex,veigar, Victor At the moment because they are hard to engage. Not to mention most mages have a slow laning phase and early mana problems so you have to be very good at cs'ing to play a mage nowadays. While melee Champs tend to have lots of sustain and easy farming. Just a bad time for mages .
"And another third are people that hate Karthus" The only joy i can still get out of league is by getting the enemy team angry at me while playing Karthus. I live for the "press R and win no skill champ" in all chat, it sustains me.
Those are interesting stats you showed that the Chemtech Dragon soul has a near 90%+ winrate for the team that gets it, and how far ahead it is in comparison to the other dragon souls. I think that shows that strong game-altering effects such as revives or death-defiances should NOT be so wildly applied. Within a game there are rules, rules outline the parameters of the game and make a game a game. In League, these effects sort of "break" some of the rules such as the revives. That should be used sparingly, and creatively. I like Zac and Anivia passives because it is reserved in design, they are careful with it knowing it can absolutely be too strong. But Akshan's passive, and Chemtech soul, are examples of that rule breaking going toooooooo damn far. I despise Akshan and Chemtech soul for those reasons. Suddenly you are fighting an enemy team, 5 champions, who all have 1 extra life, FURTHERMORE people find it fun to build Guardian Angel on everyone when they get Chemtech soul. And we all know how everyone rushed to build a team composition with death passive champions and hope to get Chemtech soul and build GA on all of them. Think of what that does to the balance of a teamfight. Some champions only have 1 Ultimate, one big move, one stun, maybe an Assassin can only kill 1 high priority target. What then happens in the teamfight if the enemies keep reviving and you simply run out of meaningful spells? The assassin just blew everything to kill them once, they come back once more? Twice more with GA? Late game with huge death timers they win just because of out sustaining you! Same with Akshan; reviving even one extra teammate late game when death timers are over 40+ seconds could mean potentially taking towers all the way to Nexus and winning. Its unfair, you just broke the rules. At that stage Riot could make a champion that says, "Unlock Ultimate 40 minutes, press R and instantly win game."
Im that 10-% loserate. Since it came out, i got chemtech soul a few (around 10) times, but my winrate with it is 0%. My team can stomp the enemy to the brink of ragequitting, but the moment we get soul, we turn into iron 4 monkeys, while the enemy team turns into challengers, and i have no idea why
Yeah I have long argued that Chem soul was way too strong. I don’t mind the idea of it but it needs a cooldown, So you can’t just aimlessly keep using it for endless pressure.
Anivias passive isnt squishy in early at all. Against most mages and a few assasins, its an almost guaranteed rewive in a 1v1 scenario. And seeing an enemy trying to kill my passive, just to lose half of their hp to my minionwave, than killing him with a q+e+ignite combo the moment i rewive is maybe the most evil pleasure i can feel with anivia
I've been watching your league content for a while now and I literally just realized you're that one maple story youtuber I used to watch long time ago lol...
Kog passive that reduces your respawn timer by 50% for takedowns with the kamikaze, get two kills with it somehow and you deserve to come right back into the game
I wouldn't consider Syndra's passive useless she' s a late game champion though I would consider champions who have underwhelming passives like: Neeko Xerath Fiddlesticks Shyvanna Taliyah (sort of) Cassiopeia (sort of) and Teemo
One thing I think you missed when discussing specifically why Karthus has the best death passive is that the passive is not only really powerful itself, but it also is the death passive that fits his kit the best. When you think about ones like Anivia or Zac, these passives seem kind of random and don't fit the other abilities that well like anivia is a DPS mage so stopping everything to revive (even stopping her ult) is counterintuitive and Zac is a dive tank, but still he doesn't quite like just sitting there doing nothing and even a free GA wouldn't do much. Kog'Maw and Sion have the same problem where Kog has a passive that would be really good on a support while Kog is deisgned as an AD or AP carry. This is made even worse if you're the ADC because now your team loses their main source of damage just so you could do fixed damage while Sion has a passive that would be really good on an AD fighter like fiora or Wukong (I know it wouldn't work thematically but I'm specifically talking gameplay) that they gave to a tank meaning if you go tank as Sion it's worthless while going AD means you lose the value of the rest of the kit. Karthus doesn't have any of these issues because his passive was designed to fix his only weaknesses with the cost of him dying and being stuck in one area. Karthus really hates mana costs and CC stopping his ult so when he dies he has no mana costs allowing him to infinitely spam his Q and keep his E on while also preventing him from having his ult cancelled meaning in the middle of the enemy team he gets a guaranteed ultimate which for Karthus, a character balanced around having a super overpowered ultimate, is game changing. If riot wanted to make these abilities more intuitive for the other characters they'd need to see what they could do to make them fit the characters more, or in my opinion completely remove/rework them since I think ones like Kog'Maw are flawed by design.
Zac's passive is good on him? You set up the cc and you go down but because the enemy is focused on other characters like the adc you have a chance to come back in a teamfight. Zac's whole kit is to start up a teamfight by jumping into the enemy team than knocking them up. I like that he has his tp mechanic that can only be used to interact with his team. It supposed to be useless when in a 1v1 because that's not what Zac is made to do. Both from Design and Theme I think Zacs passive is good for him.
I don’t think zac or anivia are that bad though. Zac is THE divechampion and those champs usually want a quick burst at the start, making the trade so that maybe 1 or 2 people die, meanwhile him still having a revive passive. I think his passive it already really good. It also fits him thematically. He is this blob experiment thing, made of so many cells, so he divides him self into four. Anivia is a quite shortrange hyperscaling mage. In laningphase you have much less danger on your self with a passive up. It helps you scale up, especially if you use strategies like freezing near your tower, it’s really hard or even dangerous to kill you. When it comes to Mid and lategame teamfighting, anivias passive is still great, since in the case she dies her teammates can protect her, but if she is alone she can be taken down quite easily, which fits her as one of the best if not the best control mage in the game. Once again it’s also fitting her theme pretty well she is a Phoenix after all, so having a revive only looks logical to me.
I feel like a version of Kog's Passive where you stay stationary but get to choose when to detonate would have been a cool passive for a diver (or even an ADC like Samira, which would have been thematic as well if you re-flavored it to be a martyrdom)
Eyyyy, thanks for recognizing us! I don't play PC league anymore, but I always watch your videos. I mostly play LoR and Wild Rift now, but your videos are very entertaining and insightful
something that could maybe work with anivia passive is give the player the option to spawn her ult on themselves, but if they did there was some kind of negative when anivia respawns, maybe she come backs with lots of drained mana, or drained health, kind of a risk/reward type thing
since she keeps her current mana upon respawn thats *somewhat* of a downside if she could activate it in egg, especially early game when you have very little mana for it
Kog'Maws passive would be leagues better if he was able to explode on demand. Maybe make it bigger if he waits the full duration? But jeah, who am i kidding, give him something that fits his hyperscaling fantasy.
for zac, each blob goes towards the middle as normal, however, player can chose one blob and take control of it, and at that point other blobs start moving opposite directions, giving player a chance to escape, and after few seconds he revives with regular hp
For kog'maw's passive they could make it so kog'maw can be targeted by allies, an example, Zilean gives him a bomb and speed to run into the enemy team, or nami gives him e to do an aoe slow as he explodes.
@@KappaKagia hardbinding adc to specific type of supports is not a good idea, even more so if this adc is kog, who already can't exist without peel against certain champs
Idea for zac pasive, when he dies, every skill button turns into "Struggle", each can be used once while zac's pasive its active. Every struggle speeds up the blobs, but this may reduce a %health of all the blobs, or almost kill one for every struggle pressed. That way, you exchange survivebility (less total hp heal) for the chance to get out of there sooner
There is one thing you can do as Anivia during egg, finish channeling teleport, turning into an egg does not interrupt the channel, so if you are about to get turned into an egg in a bad spot you could start channeling TP to potentially reposition and wait for the revive in a safer spot
Kinda unrelated to the video itself (which was good btw, I played a lot of old Yorick meself) but I just wanted to say I really like how often Fire Emblem music is used in these videos. Not sure how many watching catch it, but I do and I appreciate it.
another thing is that while death passives can take another passive potentially away, this doesn't really apply to zac since his blobs are also his passive (and his health size scaling passive if you want to include that). so for zac it feels more like a bonus rather than for other death passives like kogma where it might feel like youre missing out on another passive
When I started playing the game, I saw Anivia and got hooked on the passive. Having a revive passive- even if not always beneficial, just seemed really cool, and i love it till this day :)
For anivia they could make something like: after 2 seconds you can choose to revive immediately with, i don't know, 20% max health and mana, the longer you wait the higher the value up to 100% after 6 seconds. For zac he could control the point where the blob should reunite, it' not much but at least it gives him some agency on his passive, what you think?
I just think she should get healed for a bit (based on missing health) after the egg expires, so that you don’t just die immediately after reviving. The enemy SHOULD be punished for not breaking the egg in time
i use vars's premieres to check how messed my sleep schedule is. before summer recess ; i used to wake up before them. now , i wake up 3 hours AFTER the premiere. nice.
As an anivia main I thinkk about it quite a bit and my current favorite idea I had is for "egg fragments" something along the lines of taking reduced damage from the next 3-5 attacks within 15-20 seconds after respawning. This would help eliminate some of those "YES! i got my reviv- oh im dead" moments which i personally find much more annoying than just dying while an egg.
Imo Kog'aw passive only really needs a buff to movespeed and maybe something else to be scary. It's just too damn easy to ignore and avoid right now. Fixing both can be done with numbers. Maybe Kog'maw gets ramping movement speed when he starts moving and the explosion also slows briefly??? That way he can actually provide value when he dies instead of just going on some twisted walk of shame.
It just doesn't make sense, he is a marksman/range mage, giving him a suicide bomb don't help anything, he is always to far from his enemys anyway, can you imagine in real life people giving granades to snipers?
@@CelVini It does though. Kog'maw lacks any and all defensive tools so it makes sense to give him something to do when he dies. Your argument seems to imply that Pantheon's Q is bad design, because he fights in melee, but can throw a projectile. If Kog actually had the movement speed required to chase enemies down as a bomb it would work.
@@rasmusmalmberg6468 there is a HUGE difference between that, a meele champion having an ranged abillity is good, a ranged champion having an meele abillity that is bad. Pantheon has a tool to engage or poke at range, Kog'maw DOESN'T want to come any closer, he is an ADC. His passive isen't defensive, the fact that you need to die prove that, in short his after death bomb is a "reward" for playing bad as an Adc
@@CelVini Why is that bad? Kog almost never has a good KDA and that's by design. He puts out huge value then dies, because he has no defensive tools. If he can still put out one last bang after death that makes sense with his gameplan. Not every character needs to avoid death, especially if they're this vulnerable to it already. If Kog was given the movement speed to chase enemies down it would obviously work. You don't have to worry about dying in melee range if you're already dead. (Also how dense do you have to be to not grasp that letting yourself die in the right situation can be a part of _playing well_ on a character with a death passive??? Did you watch the video we're commenting on???) Point being: Kogmaw's passive could be tweaked to be a viable cohesive part of his kit and playstyle. It's current incarnation is simply underpowered and needs buffs to function.
I really liked this video. I fet the editing and gameplay was different from other videos and not gonna lie, this video is more enjoyable with this type of editing, keep it up Vars! Lovd your vids!
They should give anivia bonus magic resist and armor in egg form or allow ult and wall to persist for the remaining duration if she casts before she dies and only if mana is available.
Zac: he is a slime and he is a jungler. If he turns into say 3 blobs, each automatically moving at a not too fast pace to terrain features, each having say a third of his max health but with zero resistances, and his revive depends on the player taking control of one of the blobs that are still in the game, and commanding said blob to get away by merging into a terrain feature, then taking at least 2-4 seconds to revive and respawn there, say at third health the same way Yi's new Q allows to choose an exit form, that would be interactive and possibly game breaking. But at least interactive. He is a slime trying to slink away to regain strength. OR make it four blobs, all one-hit, fast, and revive at half hp, after 2-4 seconds, but with a very low cooldown on the passive. The former is an extra, the latter is a design that dominates the way the champion is played. Anivia: she is an ice phoenix or whatnot. Her passive is kind-of good as it is. It requires forethought. But. If I were to design her, I would make it happen on all deaths, allow for a short dash for 0.5-1 second after death, make the egg a lot squishier, and the revive a bit faster. It would make it so, that it only requires one or two extra hits to actually kill her, but the short death could make it so the player controlling have a lot more agency over wether she revives or not. Kind-of a "free get-out-of-jail" card.
I have an idea of how to improve zac and anivia's passives. Increase the time it takes for them to revive, but during that time, put a popup on screen with minigame to play during that time with QWER or the ARROWS. You could give zac a "snake game" where one slime has to catch get the others, maybe give anivia a "guitar hero" or "tetris". For every correct action, reduces the time it takes for them to respawn so that they respawn faster than current version of the game, but if they fail, it takes more time for them to revive than the current version of the game
One interesting thing about these abilities and interaction is that only Sion has a passive that can be interacted with by both his player and the enemy, and it's also the most balanced. Adding the ability for both sides to interact with the passive is probably the most fair and fun way to handle them
Trust me when I saw we anivia mains sit and theory craft on improving the egg constantly, and at this point the best we can ask for is more resistances or that glacial storm idea, we have the ability to tele egg as well as just bait people into fights they will lose, so honestly more resistances would be our favourite thing to go....Have you seen the evershroud tanknivia winrate? nutty..
Nothings more fun that building hullbreaker on scion, then ulting into their nexus towers and just ignoring the people trying to kill you. Even if you don't win the game you just do it again when you respawn and they your team can either push with you or get free objectives
I've kind of wanted Kog's passive to be kind of like his ultimate but he spits out balls of true damage where the enemies are. Able to be dodged like his ult but actually able to have some agency on a fight after death.
For Zac, what if the chunks he creates with his ability also turn into bloblets that can revive him. So say, for example, during a fight he creates a total of 8 chunks from his abilities but doesnt collect any of them. If he dies, he creates 4 more and all 8 of those chunks turn into bloblets that can revive him. For Kog'maw, increase his movement speed, or allow him to throw himself at an enemy (similar to Warwicks ult). Maybe he could also leave a trail of ooze wherever he goes to slow enemies? Doesn't help himself but would help allies.
I used to love Anivia and Karthus for their passives (and Karthus ult). That was until I found out how quickly you died as Eggnivia and how bad I am at Karthus.
Whenever I play Kog'maw (my main for ADC) I always love seeing players try their best to desperately kill my ass from the backline, only to not realize that they still need to keep moving or else I drag them also to the grey screen.
Idk why, but I always use Kog'maw's passive to wait in a bush, start blasting a stronger enemy, and if I die, I finish them off with it. That's of course when I'm just trying to have fun or when I'm fed enough to take such risks. Anyways great video!
13:55 I think the biggest issue with kogs passive is the fact that he is an ADC. Designing an ability for someone who is supposed to carry that requires them to die is a flaw to me. This ability is useless if kog is doing his job, zac is supposed to be in the thick of it, and anivia doesn't die if hers is triggered, theirs at least make sense.
Just starting the video you could fix Anivia by making her passive cast her all around the egg while she’s respawning, like it’s “refreezing” her into solid form, so that you have to possibly take some damage in order to kill the egg.
Suggestion for Anivia's passive: When Anivia dies and enters her passive (which now lasts 8 seconds), her abilities change into one new ability: Crystal Nest Cooldown: 2 seconds Anivia sends a cone of ice crystals from her nest in the target direction (akin to Annie's W). Units hit are briefly knocked back and slowed. If this ability hits an enemy champion, its coldown is halved and the time until resurrection is reduced by 1 second.
It would be so cool if Kog'maw passive got bonus movement speed if he built attack speed and got bonus true damage for AD and AP. That way he is rewarded for what he builds
Talking about another way to design Kog'Maws passive....do you know Revenant from Warframe? He has a passive where, when he dies, he turns into his shadowform and if he kills enough enemies in that form by devouring them (what would fit VERY well into Kog'maws theme) he revives himself. Kog'Maw could get a passive like that and it would fit kinda perfectly. For Revenant from Warframe, in his normal state he can use all kinds of weapons, melee, range, etc. That could be a way to balance Kog'Maw too if he would get a passive like that.
Zac now can use his E while in passive form ( deals like 33% dmg). The blobs don't just jump with him but they sprints towards main body(like camps after they lose patience). Imagin zac dies and jumps away, then the blobs just zooms away :D
I could see a support whose Passive grants a buff to allies while dead, either a little boost as a last blessing type deal, or as a significant self-sacrifice. Actually, I could see a character whose gameplay gimmick is trying to get killed by enemy champions, but gives them reduced rewards while them boosting their allies to be able 4v5. Toxic as heck idea, but might be fun trying to get killed as the enemies wouldn't want you dead.
Let me forward a few ideas: Kog'Maw - Damage scale by level and a portion of his AP Sion - Just additional movement speed and Tenacity should do the trick Anivia - Got nothing here other than what you pointed out similar to Karthus with her ult Zac - Its a crazy idea that Zac explodes like Kog does but only AP and not True damage, it also pushes enemies back and turn him into a Blob that you can run away with slowly re-growing to his full size, just found the idea silly and cute
Holy shit it's been so long since that Zyra death passive I didn't even remember it until you actually showed it. I completely forgot that was a thing way back when.
I small idea i got a while back about kog's passive, is that he should get something in return from hitting someone with his ultimate, not just damage, but something more, like gold maybe, or even better with lore in mind, some death timer reduction, like, 20% of death timer reduction per enemy champion hit, topped to 40% if it kills. That'd give him even more passive impact, and some good lategame comeback possibilities if he gets instakilled by an assassin.
Very nice video i really liked it, i just wanna say as Zac main his passive is arguably even more important than his ultimate cause if you jump with E inside enemies and get 1 shot cause enemies use everything on you, then your team got pretty easy teamfight and in most cases you just respawn back and clean up the rest of enemies running
One way to make kogmaw's passive better could be, first of all, scaling damage, then increasing movespeed until he blows up, and have a small but still damaging area of effect around him that would damage enemies (this could be a set ammount, non scaling). It doesn't need to be a lot of damage, but enough to make the enemy consider if it's worth risking it. I have seen a lot of people not trying to escape kogmaw's passive because it's not that much damage, or even saving their dashes/flashes until the last second to escape. With a aoe damage aura, and an increasing movespeed, besides scaling explosion, people will be less willing to risk standing next to a dead kogmaw.
Suggestion for Zac's passive: When Zac dies and his passive activates, his Q, W, E and R buttons change into a new ability: Dissolve Cooldown: 2 seconds, shared among all versions of the ability The blob corresponding to the ability (Q, W, E, R, four buttons for four blobs) stops in place and becomes untargetable for 0.5 seconds. This would allow Zac to defend his blobs against burst or AoE attacks while in his death passive, in exchange for extending the duration a little each time he does.
Kog'maw needs a reworked passive I think they should play to motor style he has (maybe give him a boost if he stands still and AA maybe more range or like even splash damage) He just seems like he should be a turrent/backline motor adc
Shoutout for Leoric from Heroes of the Storm. His death passive makes him a ghost, wich means he can slow enemies, lower his death timer, and resurect at the spot.
For both Anivia and Zac, how about take inspiration from Kled? More or less, death-egg/blob version gets a different ability set and they have to play a minigame to compete with the enemy to decide how much health they get back, or if they get to come back at all? For Zac, I think instead of having 4 slowly moving blobs, he instead loses cohesion and becomes a shapeless blob that can't attack. What he does get is the ability to jump around, juking enemies at the cost of a % of his [remaining] health at a fairly low cooldown(he cannot jump over terrain). During his passive he can still create and pick up the health-blobs as well. He can also very slowly crawl at no cost, but his main method of getting around is his bouncing around. I think a 300 unit dash is reasonable, with a cooldown of 25% of the total time it takes him to reform(2-1 second based on level), so he can only jump a maximum of 4 times. This dash has one of the slower speeds in the game, and is barely faster than walking normally, so it's not exactly super-mobile; it's more there to give a more "bouncy/jerky" movement style during this passive rather than have a steady movement speed. He is immune to CC during this time, but his dash is stopped by Poppy and pops Taliyah's traps. For Anivia, I think she gets to use an ability. A _single_ ability, of her choice, 1 second after she dies(so she doesn't accidentally mash buttons and activate the wrong one), and maybe get some bonus cooldown reduction. She can use the ability multiple times if she wishes. If she needs slows/stuns to hold off damage her Q works, if she needs single-target damage her E will help a lot, if she needs AoE damage her R is perfect, and her W will only get one cast no matter what, but it already has infinite value as a terrain generator and so could save her bacon or help her protect her team. Once an ability is chosen it cannot be changed, but it's her choice to make which one to use, and each has its own possibility for this version of the passive.
I don’t know if this would be op but you could give egg anvia one small dash but a resets to the timer for resurrection, thus having you make a more active choice of how to survive your resurrection.
I wish you had mentioned about how they change the risk/reward of playing aggressively or making risky plays. The reason I love anivias passive is because it allows me to play a little more dumb and go for those deep walls or glacial storms. Whereas without it you have to play much safer, for example maybe saving your q for when someone gets on top of you. Thats how I view her passive, and personally find it very interactive. Also egg tp.
Speed on hit is actually why babus loves to go phase rush on Sion. While a good change, it would lead to new rune pages being popular on Sion. Up to you whether that would be good or not.
I really like sion's passive, it's really funny to manage to kill someone with it and just lets you have a bit of fun before entering the grey screen realm (especially if you're going full lethality)
Actually, Akshan's W technically can be a death passive. There can be rare cases where if you time it right you can kill a scoundrel directly after they kill you and trigger your own mark.
A ways they could buff Kogmaws passive is giving him an ability like death surge but instead of being move speed, it’s a dash that can go over walls and if it hits and enemy he latches on to them. Either that or after he dash’s he explodes prematurely. They could make Zac’s passive a but better by making his blobs move faster the less of them there are,
Eggnivia should still be able to cast her ult wherever I think. Maybe Zac should be able to partially control one or more of the blobs. I'm not sure, but there should be at least *some* control IMO.
I Imagine the best way to give death passives skill expression would be to give them an activatable ability that requires the player to make a critical, spur of the moment decision. You can even have passives that specialize in a specific type of retaliation that best fits the champions thematically: Kog'maw: Icathian Surprise - On death Kog begins a violent chain reaction in his body, rooting himself in place, and disabling all of his abilities except for his Q which is replaced with "Surprise!!!" Upon activation Kog Maw lunges to a target location and detonates himself dealing [x] True Damage to all enemy minions and champions in the area. Kog Maw will auto detonate at his currently location after 4 seconds if he doesn't activate the Q ability. This auto detonation is larger in size than his targeted one. Sion: Death Surge - Upon death Sion reanimates into a frenzied zombie, granting him 100% of his health and [x] movement speed. Both rapidly decay over [x] seconds. During the frenzy he gains life steal, attack speed, bonus damage, and his 4 abilities are replaced by "Glory In Death" - Sion lunges full force at a target structure or epic monster dealing [x] damage + [100% remaining health] as true damage to the target, after which Sion immediately looses all remaining health. (Yes I am suggesting that Sion becomes a single use Rift Harold upon death. It fits him thematically, and the player still has the option to simply slug it out with him if no major objectives are located near his death location)
I feel like the problem with kog'maw is that for his passive to do damage you have to be close to the enemy, and kog'maw doesn't want to be close to his enemies and if he gets one shotted, it probably was by a zed or a lb that can just easily blink away.
Really, I agree with your opinion. Karthus is fun to play when dead. Kog though... Why would an Adc like to die? I thought they could change it to "When Kog Maw's HP are reduced to less than 10%, he becomes invulnerable and runs freely for 3 seconds, ending in a true damage explosion". This would be an escaping tool. Maybe this passive would count as a Lifeline ability, so it would have a con.
in line with Karthus' class fantasy of the lich: what if his passive only worked if he placed his phylactery on the map. It would be akin to a stealth ward and cant be placed in your own base. you could place them in a safe location where the vision wont matter but you get your death passive more reliably or you could go for a better vision spot but be at higher risk of it getting swept and losing the death passive. this would also incentivise opponents to go out and sweep the map in search of it.
My issue with Kog'Maw's passive is that he's a long-range, hyperscaling adc. You'll never want to be near an enemy in the first place, so if you're playing well then you'll never be near enemies unless a lone assassin gets to you, since your goal is to create space. If you lose a shootout then it sucks, you lost the fight, but you're now way out of range to use your passive in any impactful way. Sometimes I see that I'm near death and I'll sprint/flash toward the enemy so that I can get value out of it when said death arrives.
The issue I find with kogmaw passive is that it’s sort of out of place in his kit. Kogmaw is all about distancing (literally all of his abilities are about damaging from a distance) but the passive relies on you to be up close and personal to his victims. I get that it’s to punish an assassin jumping on him in a team fight, but it seems like it gives them too big of a window to escape. What if he had an old Zyra like passive and he was able to fire an ult or a ziggs bomb that could punish the escaping assassin?
For Anivia, you could give her an ice spike ability (putting one use on each q-w-e-r button?) that could push her a short distance away from an attacker while hurting them, but delay her rebirth - something that could be dodgeable and baited out. For Zac, what if you could click on the blobs to sacrifice them to give a small aoe explosion? It would be smaller but otherwise like Kog'maw's, except the enemy has a reason to risk getting hit (to stop you from reviving) and each explosion costs you health when/if you revive. Speaking of Kog'maw, I like your idea of making him stick to an enemy, but I think it should have some kind of line of goo ability to hit your target (something acting like Leona's Zenith Blade); if you miss, you just blow up like normal.
for anivias passive it would be cool to be able to wait out the respawn for a small (like, very small) percentage of your current hp, maybe with finishing returns (i.e., 10% current at 100%, and like 50% at 25%,) but it’s all just theory crafting but it would give players a choice
One thing I've had in mind for Anivia is giving all her abilities an AOE slow. Or have them leave an ice field of sorts between Anivia and her target. Basically like Kog's E, but without the damage. Honestly, the worst part about her passive that you can only use it every 240 seconds. Which is so fucking stupid that I can't understand why Riot haven't ditched it _years_ ago.
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what is that last song called
doesnt tibbers rage when annie dies
Idea for Zac.
When you die, you can click to move like normal and that is where your blobs will go (Blobs movespeed it reduced but they do get bonus movespeed, making it faster to get them togheter) This would allow him to either try to get his blobs to safety and revive, or get his blobs togheter faster. It's like you have to react to get your revive off
you thought about " why no one plays with x item " ? like why no one build navori or silvermere , stormrazer , umbral glaive , or even the support ward item ?
A way to keep kogs kamikaze passive could be to add a dmg scaling portion based on how much dmg he took in the last x seconds before he died, making him scary to instaburst, kind of like a sett W but with reduced scaling
That's actually really creative. Especially since ADCs get bursted so hard rn.
I really like this idea.
And perhaps give him a single time dash. Like activating his Q while his passive is active allows him to dash a short distance.
Would make it more difficult to get away from his explosion. Nowadays everyone has a dash or means for a quick getaway.
@@nicholaswulf4563 they could make it so he can cast his e to slide on the ooze when he is low, either a short dash like Vayne tumble or a move speed buff on it, while also slowing the target. Imo this could make him a bit too strong thoe. Maybe a flat move speed buff when moving towards champions like sett Q move speed/Vayne passive
This is actually a pretty good ngl, but the damage should be based on the second before he died since kog pops like a balloon
Kog should definetly get a new passive. It's a rememnant from the time when the devs just threw something on a wall and see what would stick
I agree, Kog'Maw passive is the the opposite what he should be doing that can pretty much be considered an useless passive.
One thing that has always bothered me about Kog is that while in the lore, he is a hungry creature that loves to eat everything, but in the game his kit has nothing to do with that. He can regurgitate projectiles to attack enemies, but he can't actually eat anything in-game. What if he gained a passive that allowed him to walk over the corpses of minions that he kills to eat them and permanently gain a little bit of on-hit bonus damage for his basic attacks? And perhaps even permanently increase the damage dealt by his Icathian surprise by a small amount for each stack he gets from eating.
@@TheTruestZero another big problem is that it goes against his long range play style to be effective
@@theoriginalralph5141 that sounds dope, maybe make it something like thresh or senna passive where every few minions gives you bonus stats.
@@prettygrllswagg the problem with that is kog maw is already such a massive late game threat that giving him infinite scaling aswell would be a problem
I am actually shocked at that Dragon soul graph, I would’ve never have expected Fire to be at the bottom.
Extra damage doesn't matter if your far enough in the lead to have the soul. If your 5+ kills above the enemy team, and chances are, you are if you have the soul, you just win fights anyways, but it only helps with fighting. To beat a team that has a soul, you don't fight, you look for picks, split, anything but a massive team fight. And the extra utility every other dragon soul gives helps counteract that a bit better.
Ah yes, the infinite value of Kog'maw passive. :)
I love my inting passive
I love it, i love it, i love it
Bug go boom
Kogmaw passive needs a speed boost
I knew this comment would appear.
Skooch screeching in the background
Imagine if when zac died he placed a giant field of slime that would slow enemies it would allow him to have some pressure while dead while also not making it so that he can still get a post mortem penta like karthus. The main issue I can see with this is definitely clarity for the blobs vs the slow on the ground.
This is a GREAT idea
Maybe even grounded?
@@allykat5931 basically bigger singed glue, it would be good to help counter the mobility we have in the game rn (I’d hate it tho cause I play irelia lol)
Honestly, I think - especially between Zac and Anivia - Zac's passive does enough. Zac is a dive-tank - his job is to jump into the middle of the enemy team and drop a huge amount of CC, such that his team can follow up on the chaos and win. His passive allows him to do this with much more impunity, as he can engage into 5 people and win the fight while his passive prevents him from dying.
The value on the passive isn't what happens when you die, its that it lets you choose fights you otherwise couldn't without dying. I have no such justification for Anivia, however - she's a squishy mage and doesn't want to be in the middle of the enemy team anyway.
@@samfriend3675 I mean, honestly, take the idea up here for Zac and give it Anivia. Not only would it make sense because it's already mentioned in her lore that her rebirth is heralded with strong blizzards, it also would feel better to die as Anivia. At least then you aren't just some unmovable minion your mates might choose to protect, you now are a zone that makes it sigificantly harder for the enemy to fight you and your team.
Edit: Well, should have watched the video first I guess, Vars said the same thing xD
The idea of activating anivia's ult when she dies actually sounds good
And for zac, maybe that the pieces of slime he leaves when attacking also become blobs that try to go to the center
Kog's passive could be two explosions: the First one is an immediate explosion that scales with AD and the Second one being the OG kamikaze time-bomb
As an ap kog player I would also like an ap scaling on there. :
Basically, adding some scaling (AP + AD) will turn his passive a more viable thing.
Immediate would be so incredibly frustrating you just would be forced to one for one with him on melee champs
@@Pelmite the immediate damage would probably be weak, and many melee champs have great armor or burst him too fast, so they would left the scene with around 80% Hp. Kog's passive is Just bad, the optimal way of fixing It is a complete change
i would do something like, the damage is stacked by the number of people who assisted on the kill, if kog's killed by a full 5 gank his explosion deal 70% true damage of evey champion his by the explosion, also you can pick the path.
It would make ganking him a risky endevour since the more people kill him the more damage he lays.
Only advantage of Eggnivia would be that if as Anivia you're low hp, then you tp, and if the ennemy doesn't have a cc that interrupts a tp, ypu still TP 1s Eggnivia
Egg only have advantage in the early game and it lose advantage over time
And the TP thing not always good
Its not bad if you get tower dove.
Not true there is the classic wall an enemy who has come to dive you under tower forgetting you have egg strat. I love using it as an Anivia main. Or having your teammates protect you in the middle of a battle as you revive
Anivia passive is also reliant on the team playing around it. The passive when the team plays right gives your opponent a choice, do you want to focus the egg to get the kill instead of going for the team around her, or do you want to focus the enemies while risking your kill on anivia doesn't go through and she comes back and maybe turns the fight.
I love the bird.
@@minhminh-wp5lg it is even better lategame, when you can be protected In teamfights. People trying to dive you are pretty much doomed, because it’s either you just killing them with a ton of hard cc and damage, or them getting to kill you ONCE and your Team murdering them until you revive. Given that anivia can build a lot of hp this season, she doesn’t having to fear getting randomly popped.
I can’t wait for him to explain infinite value again.
Calling that infinite value is bullshit, these are undefined or highly unpredictable value abilities. These don't allow you to do infinite damage or to instantly win the game.
For me, I think Kog's passive should scale equal to the amount of health he lost during the last 1.75 seconds. The move speed should also increase proportionate to the amount of health lost. I feel like this may be too overpowered though since it completely counters any assassin that kills in under a second.
It would, but it also makes them think twice about one shot kills.
Yeah but the assassin also has a counter to that: mobility, which is down to skill ultimately. They have to think on the way in and the way out, and cooldowns and all that. It's a sick idea
*laughs in khazix e reset*
I once had a dream where Riot added 200% ap scaling on Kog's passive.
I know it won't do much, but it would be hilarious if this was actually added.
AP Kog mid returns....
Point about Kog'maw passive - it is out of place. Other death passives are at least in some kind synergistic: sion is a tank that can keep fighting and be a threat and a meat shield; zac can do the same, except he stays alive. for anivia is second life, for karthus is extended fight for 7 seconds. and for Kog? just a bop of damage after 4s, over which you have practically 0 control. Its super "eh".
Kog needs a new passive, literally anything that does something will be fine.
Yeah it doesn't really make sense, he's a ranged champion but his passive fits way more on a champion that wants to stay in melee rnage
Ah yes, passives that if you do your job right, you handcap yourself for not having a real passive.
This. I never understood champions where the reward for playing good is not being able to use certain abilities.
But I mean, you would never be able to play, let's say, a ryze like you play karthus
There are players that use karthus and sion's passives so well, the first functioning like a zoning/nuke tool, the second one functioning more like splitpusher/duelist steroid, and I think that is really cool
@@brunobarbieri3871 I agree with the Karthus point. Plus, his lore states that he's obsessed with death. It all culminates in a kit that potentially rewards the player for dying in a smart position.
With zac pasive I think the game encourages you to play with ur team in life threateaning situations, with the blobs the enemy team most of the time have to decide with wasting time stoping the passive which gives ur team a free window of damage or in other cases you manage to revive and cleanup the low life enemy. I think in zac's case the player has to play with the revive in mind to make something happen.
Staying alive doesn't mean you are doing a good job. If you play an engage champion, you risk your life in order to make a play, but it's worth it to die as leona for example, if it means you will feed your adc a shutdown. Karthus' gameplay revolves around his passive. It makes a mage want to get in the middle of the heat. Anivia and zac passives allow for more aggressive play, since if you would end up with a one for one after a gank with a different champ, this allows you to be more aggressive and get a one for nil. Sion's passive makes enemies think twice before they kill him. Dying is a normal part of league and the passives make for interesting interactions. How many games have you had where you have 0 deaths?
"items shouldn't compensate but enhance"
The entirety of mages items and *Zohnya* : sweats profusely
The fact some items are balanced around individual champions alone just shows how bs the statement is.
I mean he's still right they should not compensate for Champs kits being poorly made or mismanaged not to say items should be pointless because then people would win at champ select even more .
There trying to fix things with reworks but its taking quite a while to just update Champs that have out dated stuff like kogmaw ,pantheon, doctor Mundo, but the purposely spread them out for maximum profits.
@@joebazooka5679 yeah, but mage items are literally meant to compensate for what mages don't have. Rylai and Zohnya are the two prime examples of this
@@a.arrondel6379 not meant but it should be an option to chose between more utility or more damage. What it actually is that mages are forced to chose utility because of Champs like assassins and bruisers. You're not building items for your champ most of the time you have to build items against your opponents and that's bad game design because mages just build items just to survive. It's even worse if the opponent builds anti mage items like wits end because you're just skrewed most if the time even if you have zhonyas. It's a bad meta for most mages as they are too squishy and die in 1 melee trade except for like vex,veigar, Victor At the moment because they are hard to engage. Not to mention most mages have a slow laning phase and early mana problems so you have to be very good at cs'ing to play a mage nowadays. While melee Champs tend to have lots of sustain and easy farming. Just a bad time for mages .
They can't kill you if you already death - infinity wisdom - Kathus
For Zac pasive would be cool that when he revives, kockup everyone around him
or push away
He is already too strong, just unpopular
He has 3 AOE displacements why add fourth?
@@beardyjesus4591 because he was made for this...literally
@@RadishHead7 yea lets give morgana a new cc ability then because thats what shes made for
@@eve.483 u didn't get it
@@eve.483 he did tho
"And another third are people that hate Karthus"
The only joy i can still get out of league is by getting the enemy team angry at me while playing Karthus. I live for the "press R and win no skill champ" in all chat, it sustains me.
Really cool fun fact for Anivia, an ally Bard can ult the egg to give it invulnerability while not stopping the respawn timer
Those are interesting stats you showed that the Chemtech Dragon soul has a near 90%+ winrate for the team that gets it, and how far ahead it is in comparison to the other dragon souls. I think that shows that strong game-altering effects such as revives or death-defiances should NOT be so wildly applied. Within a game there are rules, rules outline the parameters of the game and make a game a game. In League, these effects sort of "break" some of the rules such as the revives. That should be used sparingly, and creatively. I like Zac and Anivia passives because it is reserved in design, they are careful with it knowing it can absolutely be too strong.
But Akshan's passive, and Chemtech soul, are examples of that rule breaking going toooooooo damn far.
I despise Akshan and Chemtech soul for those reasons. Suddenly you are fighting an enemy team, 5 champions, who all have 1 extra life, FURTHERMORE people find it fun to build Guardian Angel on everyone when they get Chemtech soul. And we all know how everyone rushed to build a team composition with death passive champions and hope to get Chemtech soul and build GA on all of them.
Think of what that does to the balance of a teamfight. Some champions only have 1 Ultimate, one big move, one stun, maybe an Assassin can only kill 1 high priority target. What then happens in the teamfight if the enemies keep reviving and you simply run out of meaningful spells? The assassin just blew everything to kill them once, they come back once more? Twice more with GA? Late game with huge death timers they win just because of out sustaining you!
Same with Akshan; reviving even one extra teammate late game when death timers are over 40+ seconds could mean potentially taking towers all the way to Nexus and winning. Its unfair, you just broke the rules. At that stage Riot could make a champion that says, "Unlock Ultimate 40 minutes, press R and instantly win game."
Im that 10-% loserate. Since it came out, i got chemtech soul a few (around 10) times, but my winrate with it is 0%. My team can stomp the enemy to the brink of ragequitting, but the moment we get soul, we turn into iron 4 monkeys, while the enemy team turns into challengers, and i have no idea why
@@marshallneff1631 the classic chemtech int. i love doing it.
Yeah I have long argued that Chem soul was way too strong. I don’t mind the idea of it but it needs a cooldown, So you can’t just aimlessly keep using it for endless pressure.
@Taliyah of the Nasaaj lol 😂 riot spaghetti 🍝
@Taliyah of the Nasaaj ah yeah i've seen that a few times
Anivias passive isnt squishy in early at all. Against most mages and a few assasins, its an almost guaranteed rewive in a 1v1 scenario.
And seeing an enemy trying to kill my passive, just to lose half of their hp to my minionwave, than killing him with a q+e+ignite combo the moment i rewive is maybe the most evil pleasure i can feel with anivia
Agreed :)
Yea but that only happens like pre lvl 4 when they have no consistent damage
I've been watching your league content for a while now and I literally just realized you're that one maple story youtuber I used to watch long time ago lol...
Yep XD
Kog passive that reduces your respawn timer by 50% for takedowns with the kamikaze, get two kills with it somehow and you deserve to come right back into the game
such a good topic hopefully you'll do passives that are underwhelming or doesn't do anything in terms of combat or survivability
So Kog'maw passive.
Syndra and old Liss maybe?
@@thelastsepheramain6867 Syndra gains a ton of combat power with her passive though
I wouldn't consider Syndra's passive useless she' s a late game champion though I would consider champions who have underwhelming passives like:
Neeko
Xerath
Fiddlesticks
Shyvanna
Taliyah (sort of)
Cassiopeia (sort of) and
Teemo
Taliyah has the most stupid and useless passive ever
One thing I think you missed when discussing specifically why Karthus has the best death passive is that the passive is not only really powerful itself, but it also is the death passive that fits his kit the best. When you think about ones like Anivia or Zac, these passives seem kind of random and don't fit the other abilities that well like anivia is a DPS mage so stopping everything to revive (even stopping her ult) is counterintuitive and Zac is a dive tank, but still he doesn't quite like just sitting there doing nothing and even a free GA wouldn't do much. Kog'Maw and Sion have the same problem where Kog has a passive that would be really good on a support while Kog is deisgned as an AD or AP carry. This is made even worse if you're the ADC because now your team loses their main source of damage just so you could do fixed damage while Sion has a passive that would be really good on an AD fighter like fiora or Wukong (I know it wouldn't work thematically but I'm specifically talking gameplay) that they gave to a tank meaning if you go tank as Sion it's worthless while going AD means you lose the value of the rest of the kit. Karthus doesn't have any of these issues because his passive was designed to fix his only weaknesses with the cost of him dying and being stuck in one area. Karthus really hates mana costs and CC stopping his ult so when he dies he has no mana costs allowing him to infinitely spam his Q and keep his E on while also preventing him from having his ult cancelled meaning in the middle of the enemy team he gets a guaranteed ultimate which for Karthus, a character balanced around having a super overpowered ultimate, is game changing. If riot wanted to make these abilities more intuitive for the other characters they'd need to see what they could do to make them fit the characters more, or in my opinion completely remove/rework them since I think ones like Kog'Maw are flawed by design.
LOT OF TYPING
i appreciate the detailed thought put into it
Zac's passive is good on him? You set up the cc and you go down but because the enemy is focused on other characters like the adc you have a chance to come back in a teamfight. Zac's whole kit is to start up a teamfight by jumping into the enemy team than knocking them up. I like that he has his tp mechanic that can only be used to interact with his team. It supposed to be useless when in a 1v1 because that's not what Zac is made to do. Both from Design and Theme I think Zacs passive is good for him.
I don’t think zac or anivia are that bad though. Zac is THE divechampion and those champs usually want a quick burst at the start, making the trade so that maybe 1 or 2 people die, meanwhile him still having a revive passive. I think his passive it already really good. It also fits him thematically. He is this blob experiment thing, made of so many cells, so he divides him self into four. Anivia is a quite shortrange hyperscaling mage. In laningphase you have much less danger on your self with a passive up. It helps you scale up, especially if you use strategies like freezing near your tower, it’s really hard or even dangerous to kill you. When it comes to Mid and lategame teamfighting, anivias passive is still great, since in the case she dies her teammates can protect her, but if she is alone she can be taken down quite easily, which fits her as one of the best if not the best control mage in the game. Once again it’s also fitting her theme pretty well she is a Phoenix after all, so having a revive only looks logical to me.
I feel like a version of Kog's Passive where you stay stationary but get to choose when to detonate would have been a cool passive for a diver (or even an ADC like Samira, which would have been thematic as well if you re-flavored it to be a martyrdom)
I've been DYING to see this video
Eyyyy, thanks for recognizing us! I don't play PC league anymore, but I always watch your videos. I mostly play LoR and Wild Rift now, but your videos are very entertaining and insightful
Everyone’s talking about Zyras old passive but everyone is forgetting about old Aatrox’s passive.
Passives are the most defining feature of a champion's game play.
Fizz: Flat damage reduction.
something that could maybe work with anivia passive is give the player the option to spawn her ult on themselves, but if they did there was some kind of negative when anivia respawns, maybe she come backs with lots of drained mana, or drained health, kind of a risk/reward type thing
since she keeps her current mana upon respawn thats *somewhat* of a downside if she could activate it in egg, especially early game when you have very little mana for it
Kog'Maws passive would be leagues better if he was able to explode on demand. Maybe make it bigger if he waits the full duration?
But jeah, who am i kidding, give him something that fits his hyperscaling fantasy.
Yay!! He did a video about them. I've been waiting for it for so long.
for zac, each blob goes towards the middle as normal, however, player can chose one blob and take control of it, and at that point other blobs start moving opposite directions, giving player a chance to escape, and after few seconds he revives with regular hp
For kog'maw's passive they could make it so kog'maw can be targeted by allies, an example, Zilean gives him a bomb and speed to run into the enemy team, or nami gives him e to do an aoe slow as he explodes.
that's very sutiational and works only with enchanters with a few exceptions
@@ammaammo4692 doesnt everyone play kog maw with an exchanter support tho?
@@KappaKagia hardbinding adc to specific type of supports is not a good idea, even more so if this adc is kog, who already can't exist without peel against certain champs
Idea for zac pasive, when he dies, every skill button turns into "Struggle", each can be used once while zac's pasive its active.
Every struggle speeds up the blobs, but this may reduce a %health of all the blobs, or almost kill one for every struggle pressed. That way, you exchange survivebility (less total hp heal) for the chance to get out of there sooner
There is one thing you can do as Anivia during egg, finish channeling teleport, turning into an egg does not interrupt the channel, so if you are about to get turned into an egg in a bad spot you could start channeling TP to potentially reposition and wait for the revive in a safer spot
Kinda unrelated to the video itself (which was good btw, I played a lot of old Yorick meself) but I just wanted to say I really like how often Fire Emblem music is used in these videos. Not sure how many watching catch it, but I do and I appreciate it.
another thing is that while death passives can take another passive potentially away, this doesn't really apply to zac since his blobs are also his passive (and his health size scaling passive if you want to include that). so for zac it feels more like a bonus rather than for other death passives like kogma where it might feel like youre missing out on another passive
When I started playing the game, I saw Anivia and got hooked on the passive. Having a revive passive- even if not always beneficial, just seemed really cool, and i love it till this day :)
And now, 2 Months later, we have to consider Renata as well
For anivia they could make something like: after 2 seconds you can choose to revive immediately with, i don't know, 20% max health and mana, the longer you wait the higher the value up to 100% after 6 seconds.
For zac he could control the point where the blob should reunite, it' not much but at least it gives him some agency on his passive, what you think?
I just think she should get healed for a bit (based on missing health) after the egg expires, so that you don’t just die immediately after reviving. The enemy SHOULD be punished for not breaking the egg in time
i use vars's premieres to check how messed my sleep schedule is. before summer recess ; i used to wake up before them.
now , i wake up 3 hours AFTER the premiere. nice.
As an anivia main I thinkk about it quite a bit and my current favorite idea I had is for "egg fragments" something along the lines of taking reduced damage from the next 3-5 attacks within 15-20 seconds after respawning. This would help eliminate some of those "YES! i got my reviv- oh im dead" moments which i personally find much more annoying than just dying while an egg.
Imo Kog'aw passive only really needs a buff to movespeed and maybe something else to be scary. It's just too damn easy to ignore and avoid right now. Fixing both can be done with numbers. Maybe Kog'maw gets ramping movement speed when he starts moving and the explosion also slows briefly??? That way he can actually provide value when he dies instead of just going on some twisted walk of shame.
It just doesn't make sense, he is a marksman/range mage, giving him a suicide bomb don't help anything, he is always to far from his enemys anyway, can you imagine in real life people giving granades to snipers?
@@CelVini It does though. Kog'maw lacks any and all defensive tools so it makes sense to give him something to do when he dies. Your argument seems to imply that Pantheon's Q is bad design, because he fights in melee, but can throw a projectile. If Kog actually had the movement speed required to chase enemies down as a bomb it would work.
@@rasmusmalmberg6468 there is a HUGE difference between that, a meele champion having an ranged abillity is good, a ranged champion having an meele abillity that is bad. Pantheon has a tool to engage or poke at range, Kog'maw DOESN'T want to come any closer, he is an ADC. His passive isen't defensive, the fact that you need to die prove that, in short his after death bomb is a "reward" for playing bad as an Adc
@@CelVini Why is that bad? Kog almost never has a good KDA and that's by design. He puts out huge value then dies, because he has no defensive tools. If he can still put out one last bang after death that makes sense with his gameplan. Not every character needs to avoid death, especially if they're this vulnerable to it already. If Kog was given the movement speed to chase enemies down it would obviously work. You don't have to worry about dying in melee range if you're already dead. (Also how dense do you have to be to not grasp that letting yourself die in the right situation can be a part of _playing well_ on a character with a death passive??? Did you watch the video we're commenting on???)
Point being: Kogmaw's passive could be tweaked to be a viable cohesive part of his kit and playstyle. It's current incarnation is simply underpowered and needs buffs to function.
I really liked this video. I fet the editing and gameplay was different from other videos and not gonna lie, this video is more enjoyable with this type of editing, keep it up Vars! Lovd your vids!
They should give anivia bonus magic resist and armor in egg form or allow ult and wall to persist for the remaining duration if she casts before she dies and only if mana is available.
Zac: he is a slime and he is a jungler. If he turns into say 3 blobs, each automatically moving at a not too fast pace to terrain features, each having say a third of his max health but with zero resistances, and his revive depends on the player taking control of one of the blobs that are still in the game, and commanding said blob to get away by merging into a terrain feature, then taking at least 2-4 seconds to revive and respawn there, say at third health the same way Yi's new Q allows to choose an exit form, that would be interactive and possibly game breaking. But at least interactive.
He is a slime trying to slink away to regain strength.
OR make it four blobs, all one-hit, fast, and revive at half hp, after 2-4 seconds, but with a very low cooldown on the passive. The former is an extra, the latter is a design that dominates the way the champion is played.
Anivia: she is an ice phoenix or whatnot. Her passive is kind-of good as it is. It requires forethought. But. If I were to design her, I would make it happen on all deaths, allow for a short dash for 0.5-1 second after death, make the egg a lot squishier, and the revive a bit faster. It would make it so, that it only requires one or two extra hits to actually kill her, but the short death could make it so the player controlling have a lot more agency over wether she revives or not. Kind-of a "free get-out-of-jail" card.
Ppl complaining because there is only a certain % chance they will respawn...
*Also fiddle who gets a scarecrow
I have an idea of how to improve zac and anivia's passives.
Increase the time it takes for them to revive, but during that time, put a popup on screen with minigame to play during that time with QWER or the ARROWS.
You could give zac a "snake game" where one slime has to catch get the others, maybe give anivia a "guitar hero" or "tetris".
For every correct action, reduces the time it takes for them to respawn so that they respawn faster than current version of the game, but if they fail, it takes more time for them to revive than the current version of the game
What in the world lmfao…
One interesting thing about these abilities and interaction is that only Sion has a passive that can be interacted with by both his player and the enemy, and it's also the most balanced. Adding the ability for both sides to interact with the passive is probably the most fair and fun way to handle them
Trust me when I saw we anivia mains sit and theory craft on improving the egg constantly, and at this point the best we can ask for is more resistances or that glacial storm idea, we have the ability to tele egg as well as just bait people into fights they will lose, so honestly more resistances would be our favourite thing to go....Have you seen the evershroud tanknivia winrate? nutty..
Nahh anivia egg still good
Zyra's old passive on her release was my first ever penta kill, killing two before dying and sniping 3 with the passive. Good ol' memories.
Nothings more fun that building hullbreaker on scion, then ulting into their nexus towers and just ignoring the people trying to kill you. Even if you don't win the game you just do it again when you respawn and they your team can either push with you or get free objectives
I've kind of wanted Kog's passive to be kind of like his ultimate but he spits out balls of true damage where the enemies are. Able to be dodged like his ult but actually able to have some agency on a fight after death.
For Zac, what if the chunks he creates with his ability also turn into bloblets that can revive him. So say, for example, during a fight he creates a total of 8 chunks from his abilities but doesnt collect any of them. If he dies, he creates 4 more and all 8 of those chunks turn into bloblets that can revive him.
For Kog'maw, increase his movement speed, or allow him to throw himself at an enemy (similar to Warwicks ult). Maybe he could also leave a trail of ooze wherever he goes to slow enemies? Doesn't help himself but would help allies.
I used to love Anivia and Karthus for their passives (and Karthus ult). That was until I found out how quickly you died as Eggnivia and how bad I am at Karthus.
As karthus you can build burns, a stop watch and suicide dive into a team fight mostly
sions passive is not a "death passive", it is
*THE BAUS MODE*
i really like the idea for anivia's ult spawning under her
Whenever I play Kog'maw (my main for ADC) I always love seeing players try their best to desperately kill my ass from the backline, only to not realize that they still need to keep moving or else I drag them also to the grey screen.
with 75 true damage
Idk why, but I always use Kog'maw's passive to wait in a bush, start blasting a stronger enemy, and if I die, I finish them off with it. That's of course when I'm just trying to have fun or when I'm fed enough to take such risks. Anyways great video!
Happy New Year, Vars!!!
13:55 I think the biggest issue with kogs passive is the fact that he is an ADC. Designing an ability for someone who is supposed to carry that requires them to die is a flaw to me. This ability is useless if kog is doing his job, zac is supposed to be in the thick of it, and anivia doesn't die if hers is triggered, theirs at least make sense.
Just starting the video you could fix Anivia by making her passive cast her all around the egg while she’s respawning, like it’s “refreezing” her into solid form, so that you have to possibly take some damage in order to kill the egg.
Suggestion for Anivia's passive:
When Anivia dies and enters her passive (which now lasts 8 seconds), her abilities change into one new ability:
Crystal Nest
Cooldown: 2 seconds
Anivia sends a cone of ice crystals from her nest in the target direction (akin to Annie's W). Units hit are briefly knocked back and slowed. If this ability hits an enemy champion, its coldown is halved and the time until resurrection is reduced by 1 second.
It would be so cool if Kog'maw passive got bonus movement speed if he built attack speed and got bonus true damage for AD and AP. That way he is rewarded for what he builds
Talking about another way to design Kog'Maws passive....do you know Revenant from Warframe? He has a passive where, when he dies, he turns into his shadowform and if he kills enough enemies in that form by devouring them (what would fit VERY well into Kog'maws theme) he revives himself. Kog'Maw could get a passive like that and it would fit kinda perfectly. For Revenant from Warframe, in his normal state he can use all kinds of weapons, melee, range, etc. That could be a way to balance Kog'Maw too if he would get a passive like that.
Not Revenant, Sevagoth.
@@ivanvallealcega2853 you're right. brainlag
When it comes to Anivia, you can absolutely have skill expression with your passive. Either to TP away while in egg, or bait the enemy into bad dives.
7:09 that pyke tring to q the dead karthus really shows how unpopular karthus in (probably) low elo is
Zac now can use his E while in passive form ( deals like 33% dmg). The blobs don't just jump with him but they sprints towards main body(like camps after they lose patience). Imagin zac dies and jumps away, then the blobs just zooms away :D
I could see a support whose Passive grants a buff to allies while dead, either a little boost as a last blessing type deal, or as a significant self-sacrifice. Actually, I could see a character whose gameplay gimmick is trying to get killed by enemy champions, but gives them reduced rewards while them boosting their allies to be able 4v5. Toxic as heck idea, but might be fun trying to get killed as the enemies wouldn't want you dead.
Let me forward a few ideas:
Kog'Maw - Damage scale by level and a portion of his AP
Sion - Just additional movement speed and Tenacity should do the trick
Anivia - Got nothing here other than what you pointed out similar to Karthus with her ult
Zac - Its a crazy idea that Zac explodes like Kog does but only AP and not True damage, it also pushes enemies back and turn him into a Blob that you can run away with slowly re-growing to his full size, just found the idea silly and cute
Holy shit it's been so long since that Zyra death passive I didn't even remember it until you actually showed it. I completely forgot that was a thing way back when.
I small idea i got a while back about kog's passive, is that he should get something in return from hitting someone with his ultimate, not just damage, but something more, like gold maybe, or even better with lore in mind, some death timer reduction, like, 20% of death timer reduction per enemy champion hit, topped to 40% if it kills. That'd give him even more passive impact, and some good lategame comeback possibilities if he gets instakilled by an assassin.
Very nice video i really liked it, i just wanna say as Zac main his passive is arguably even more important than his ultimate cause if you jump with E inside enemies and get 1 shot cause enemies use everything on you, then your team got pretty easy teamfight and in most cases you just respawn back and clean up the rest of enemies running
One way to make kogmaw's passive better could be, first of all, scaling damage, then increasing movespeed until he blows up, and have a small but still damaging area of effect around him that would damage enemies (this could be a set ammount, non scaling). It doesn't need to be a lot of damage, but enough to make the enemy consider if it's worth risking it. I have seen a lot of people not trying to escape kogmaw's passive because it's not that much damage, or even saving their dashes/flashes until the last second to escape. With a aoe damage aura, and an increasing movespeed, besides scaling explosion, people will be less willing to risk standing next to a dead kogmaw.
Suggestion for Zac's passive:
When Zac dies and his passive activates, his Q, W, E and R buttons change into a new ability:
Dissolve
Cooldown: 2 seconds, shared among all versions of the ability
The blob corresponding to the ability (Q, W, E, R, four buttons for four blobs) stops in place and becomes untargetable for 0.5 seconds.
This would allow Zac to defend his blobs against burst or AoE attacks while in his death passive, in exchange for extending the duration a little each time he does.
Man, those suggestions are actually good. Vars should totally be in the balance team
Kog'maw needs a reworked passive
I think they should play to motor style he has (maybe give him a boost if he stands still and AA maybe more range or like even splash damage)
He just seems like he should be a turrent/backline motor adc
Shoutout for Leoric from Heroes of the Storm. His death passive makes him a ghost, wich means he can slow enemies, lower his death timer, and resurect at the spot.
Babe wake up, it's a new Vars premiere.
For both Anivia and Zac, how about take inspiration from Kled? More or less, death-egg/blob version gets a different ability set and they have to play a minigame to compete with the enemy to decide how much health they get back, or if they get to come back at all?
For Zac, I think instead of having 4 slowly moving blobs, he instead loses cohesion and becomes a shapeless blob that can't attack. What he does get is the ability to jump around, juking enemies at the cost of a % of his [remaining] health at a fairly low cooldown(he cannot jump over terrain). During his passive he can still create and pick up the health-blobs as well. He can also very slowly crawl at no cost, but his main method of getting around is his bouncing around. I think a 300 unit dash is reasonable, with a cooldown of 25% of the total time it takes him to reform(2-1 second based on level), so he can only jump a maximum of 4 times. This dash has one of the slower speeds in the game, and is barely faster than walking normally, so it's not exactly super-mobile; it's more there to give a more "bouncy/jerky" movement style during this passive rather than have a steady movement speed. He is immune to CC during this time, but his dash is stopped by Poppy and pops Taliyah's traps.
For Anivia, I think she gets to use an ability. A _single_ ability, of her choice, 1 second after she dies(so she doesn't accidentally mash buttons and activate the wrong one), and maybe get some bonus cooldown reduction. She can use the ability multiple times if she wishes. If she needs slows/stuns to hold off damage her Q works, if she needs single-target damage her E will help a lot, if she needs AoE damage her R is perfect, and her W will only get one cast no matter what, but it already has infinite value as a terrain generator and so could save her bacon or help her protect her team. Once an ability is chosen it cannot be changed, but it's her choice to make which one to use, and each has its own possibility for this version of the passive.
I don’t know if this would be op but you could give egg anvia one small dash but a resets to the timer for resurrection, thus having you make a more active choice of how to survive your resurrection.
I wish you had mentioned about how they change the risk/reward of playing aggressively or making risky plays. The reason I love anivias passive is because it allows me to play a little more dumb and go for those deep walls or glacial storms. Whereas without it you have to play much safer, for example maybe saving your q for when someone gets on top of you. Thats how I view her passive, and personally find it very interactive. Also egg tp.
Speed on hit is actually why babus loves to go phase rush on Sion. While a good change, it would lead to new rune pages being popular on Sion. Up to you whether that would be good or not.
Spoopy music is definitely fitting for such a morbid topic
I really like sion's passive, it's really funny to manage to kill someone with it and just lets you have a bit of fun before entering the grey screen realm (especially if you're going full lethality)
Actually, Akshan's W technically can be a death passive. There can be rare cases where if you time it right you can kill a scoundrel directly after they kill you and trigger your own mark.
Darius/Renekton fan attempts to understand "a good death"
A ways they could buff Kogmaws passive is giving him an ability like death surge but instead of being move speed, it’s a dash that can go over walls and if it hits and enemy he latches on to them. Either that or after he dash’s he explodes prematurely.
They could make Zac’s passive a but better by making his blobs move faster the less of them there are,
Eggnivia should still be able to cast her ult wherever I think. Maybe Zac should be able to partially control one or more of the blobs. I'm not sure, but there should be at least *some* control IMO.
I Imagine the best way to give death passives skill expression would be to give them an activatable ability that requires the player to make a critical, spur of the moment decision. You can even have passives that specialize in a specific type of retaliation that best fits the champions thematically:
Kog'maw: Icathian Surprise - On death Kog begins a violent chain reaction in his body, rooting himself in place, and disabling all of his abilities except for his Q which is replaced with "Surprise!!!" Upon activation Kog Maw lunges to a target location and detonates himself dealing [x] True Damage to all enemy minions and champions in the area. Kog Maw will auto detonate at his currently location after 4 seconds if he doesn't activate the Q ability. This auto detonation is larger in size than his targeted one.
Sion: Death Surge - Upon death Sion reanimates into a frenzied zombie, granting him 100% of his health and [x] movement speed. Both rapidly decay over [x] seconds. During the frenzy he gains life steal, attack speed, bonus damage, and his 4 abilities are replaced by "Glory In Death" - Sion lunges full force at a target structure or epic monster dealing [x] damage + [100% remaining health] as true damage to the target, after which Sion immediately looses all remaining health.
(Yes I am suggesting that Sion becomes a single use Rift Harold upon death. It fits him thematically, and the player still has the option to simply slug it out with him if no major objectives are located near his death location)
I feel like the problem with kog'maw is that for his passive to do damage you have to be close to the enemy, and kog'maw doesn't want to be close to his enemies
and if he gets one shotted, it probably was by a zed or a lb that can just easily blink away.
Really, I agree with your opinion. Karthus is fun to play when dead. Kog though... Why would an Adc like to die?
I thought they could change it to "When Kog Maw's HP are reduced to less than 10%, he becomes invulnerable and runs freely for 3 seconds, ending in a true damage explosion".
This would be an escaping tool. Maybe this passive would count as a Lifeline ability, so it would have a con.
in line with Karthus' class fantasy of the lich: what if his passive only worked if he placed his phylactery on the map. It would be akin to a stealth ward and cant be placed in your own base. you could place them in a safe location where the vision wont matter but you get your death passive more reliably or you could go for a better vision spot but be at higher risk of it getting swept and losing the death passive. this would also incentivise opponents to go out and sweep the map in search of it.
My issue with Kog'Maw's passive is that he's a long-range, hyperscaling adc. You'll never want to be near an enemy in the first place, so if you're playing well then you'll never be near enemies unless a lone assassin gets to you, since your goal is to create space. If you lose a shootout then it sucks, you lost the fight, but you're now way out of range to use your passive in any impactful way. Sometimes I see that I'm near death and I'll sprint/flash toward the enemy so that I can get value out of it when said death arrives.
The issue I find with kogmaw passive is that it’s sort of out of place in his kit. Kogmaw is all about distancing (literally all of his abilities are about damaging from a distance) but the passive relies on you to be up close and personal to his victims. I get that it’s to punish an assassin jumping on him in a team fight, but it seems like it gives them too big of a window to escape. What if he had an old Zyra like passive and he was able to fire an ult or a ziggs bomb that could punish the escaping assassin?
For Anivia, you could give her an ice spike ability (putting one use on each q-w-e-r button?) that could push her a short distance away from an attacker while hurting them, but delay her rebirth - something that could be dodgeable and baited out. For Zac, what if you could click on the blobs to sacrifice them to give a small aoe explosion? It would be smaller but otherwise like Kog'maw's, except the enemy has a reason to risk getting hit (to stop you from reviving) and each explosion costs you health when/if you revive. Speaking of Kog'maw, I like your idea of making him stick to an enemy, but I think it should have some kind of line of goo ability to hit your target (something acting like Leona's Zenith Blade); if you miss, you just blow up like normal.
for anivias passive it would be cool to be able to wait out the respawn for a small (like, very small) percentage of your current hp, maybe with finishing returns (i.e., 10% current at 100%, and like 50% at 25%,) but it’s all just theory crafting but it would give players a choice
One thing I've had in mind for Anivia is giving all her abilities an AOE slow. Or have them leave an ice field of sorts between Anivia and her target. Basically like Kog's E, but without the damage.
Honestly, the worst part about her passive that you can only use it every 240 seconds. Which is so fucking stupid that I can't understand why Riot haven't ditched it _years_ ago.
7:20 it’s an honor being specifically called out