MUCH More On Lee Sin's Retune
Originally Posted by Riot (View Original Source)
I think the most significant problem we have here is that the Flurry Attack Speed buff is really hard to understand on paper, making the changes as a whole feel like we are sapping the life from Lee.
Let’s approach the problem numerically first: Assume Lee Sin builds the most common bruiser/assassin build (which is AD/Armor Pen/tankiness etc. – items which support a pattern of quickly accessing the backline and surviving for a bit once there) in a game and he hits lv16. The PBE Lee Sin will have is 100%(his base AS)+45%(3% per level and he leveled up 15 times) +100%(new flurry)=245%(of original AS). Meanwhile, the Live Flurry values will leave Lee with 100%+45%+40%=185% of original AS. The difference here results in a 32.4% sustain damage increase from basic attacks if Lee can manage his passive in an ideal way. With so much more sustain damage, Lee Sin provides a higher damage threat to enemies after the first few seconds, without having to burst them as hard in the first one or two. It also means a 32.4% improved basic attack frame – landing auto attacks in between spells will be more feasible and more rewarding.
I think your simulation of Lee Sin in a late game team fight is based on the fact that the Live version of Lee Sin is really weak at that point. Considering all the tools he has, why is that, and how does it happen? In a world where Lee Sin can deal meaningful sustained damage at all points in the game, you no longer are relegated to just looking for an ideal initiation and then having 80% of your job done. He can still have that meaningful initiation power, but the power it brings becomes largely about positioning, and less about the burst. After this point, he can use his increased sustain damage to remain a legitimate threat to the enemy team.
Dragon’s Rage specifically is a really cool spell that provides a ton of fun gameplay, but as mentioned above, we really want to separate its use as utility versus damage.
The current proposed Dragon’s Rage does approximately 50/55/60% damage compared to the Live version on cast, but it is increased by 50% for each enemy the target collides with. Under this paradigm, if you manage to kick your target into two enemy champions, it’s about same damage. If you manage to kick your target through his whole team, however, you will get a very noticeable damage reward (750 + 3.0 Total AD), resulting in massive damage to the original target.
It’s definitely cool to Insec kick a high-profile enemy into your team, but the cool thing about that play specifically really isn't the damage you dealt; it’s the displacement utility you brought to your team. And while that play is cool, it has come to overshadow other uses of the ability in team fights. We want to reward players for thinking about the direction in which they kick their target.
As far as the 1v1 case is concerned, Dragon’s Rage will deal 100ish less damage. This is absolutely significant, but the increased sustained threat from Flurry should be enough to compensate for that after the first few seconds.