I love how I had to tweet this for people to notice ;P (the video was released on April 4th, when the entire planet was too busy playing URF mode).
I guess I'll take questions in this thread :)
[The New Kit Preview follows, but you can check it out in the updated post from yesterday]
Ult is disabled during E.
I hear you. I would be devastated if they ever removed blood scent from his kit.
No way. Blood Scent is why you play Warwick.
Does his ult still proc on hit effects 6 times? I liked to build full on hit items on WW.
Yup, it does.
@DanielZKlein I think your proposed rework looks pretty interesting and sounds quite fun to play in game, but I do have a few concerns. Firstly, when I think of a Werewolf, it's all about the claws and brutal slashing of faces - this sounds very physical and AD, not magical and AP. Could you clarify why you decided to make him an AP tank, and not an AD one?? IMO it makes a lot more sense if he was a physical damage dealer instead, especially when there are already so many AP tank junglers in the game, such as Zac and Amumu.
The E mechanic is good, and allows for interesting objective steals and juking etc, but aside from that, it looks like there's not much reason to use it outside of those conditions. If you're chasing, this only lets you catch up a tiny distance. It'd be nice if the skill was coupled with another one, which actually lets you stay at the target location, which opens a whole world of juking possibilities for ww to use, or if the ability stuns units for a short duration. Maybe something like
"Ww stops if he collides with an enemy champ, but can still dash to his original point if needed."
Would be nice, but right now, the skill looks super limited in uses - dragon/baron steals and only sometimes in chasing.
VERY good question about the disconnect between fantasy (claw and tooth = AD) and mechanical implementation (AP). Let me first explain why I made the choice on the mechanical side and then give you a hint how we hope to reconcile it with the fantasy.
So early on in ideation around Warwick's new kit, we noticed that drain tanks usually tend to be very binary in our game. The way rickless abandon put it, it's a very stat-checky affair. "Do I have more numbers than you? Cool I win. No? Okay, I can't do anything." We identified the problem being with the dual scaling nature of most drainers in our game.
Take Bronze League Master Yi. He builds Blade of the Ruined King (never uses the active, of course) and four Blood Thirsters. Awesome. If he runs into a non-fed enemy in the jungle, he presses R and right-clicks them to death. If they fight back, they either have enough damage to out-damage his heal before they die or they don't.
Or take the Wizard Wolf, live Warwick with a strong AP item or two (Athene's, perhaps). His Q does more damage and heals for more; so there simply comes a point at which he either kills you before you kill him, or he doesn't get to that point and blows up.
We decided to split up the defensive and offensive item paths on new Warwick. In order to do more damage, WW needs to build AP (or AS I guess? Nashor's/Wit's End might be a strong damage build). In order to heal more, WW needs to build more max health (which in turn synergizes well with armor and MR). This means that if WW goes straight tank, he won't be able to solo kill someone (or it'll take forever, like a murder by spoon). The enemy can just run away to safety or call in allies while WW sticks to them. If WW wants damage, he opens the counterplay route of "just f-king kill him" to the enemy: without an AS steroid (and artificially low base and per level AS) life steal builds won't be great, and the base on the passive heal is so low that just straight up building AS won't do much for you (particularly as a lot of the power of the passive is actually tugged away in the Q and the R, where AS won't do anything for you).