Thread:Emptylord/@comment-1330314-20140904075404

Here's a mockup of the stuff we talked about re: Jeddica, fluffed up a little with numbers (which are mostly arbitrary):

Passive - Frostwalker: Jeddica leaves a 500-unit wide trail of frost behind her that lasts for up to 3 seconds. Enemy units who move over this trail will Skate.

When Skating, all movement in a target direction persists for 1 second after the unit stops moving in that direction, decaying over the duration. Walking in a new direction starts at 0% movement speed and increases to normal movement speed over 1 second.

''Basically, this simulates the effects of ice: if you're already travelling in a certain direction over ice, you'll keep on sliding, and it's difficult to change direction. "All movement" here would also include dashes and knockbacks, so knocking people back on your ice path pushes them a lot further, and enemies dashing into your path end up sliding out of control.''

Q - Winds of the North: Jeddica hurls a gust of frozen wind, dealing   magic damage to all enemies in a 50° cone within 450 units and knocking them back. second cooldown.

''This is the knockback ability we talked about for Jeddica's Q. The idea here is that, outside of the frozen path, the targets are only knocked back a short distance, such as ~50 units, as with Vi's Q dash, but when pushed across the trail will travel up to ~500 units (which would work by determining the speed at which they're knocked back). This allows Jeddica to use this both to farm or poke at high risk, due to the super-short range, but also to combo with the rest of her abilities to displace her target across large distances. Due to the knockback, it would also allow Jeddica to disrupt channels. The large cooldown decrease per rank is there so that Jeddica doesn't get to spam this too much early on (she doesn't need to), but has it on a short enough cooldown in the late game to push enemies around at will.

W - Stalagmite: Jeddica summons a 300-unit wide mound of spiked ice at the target location that sets itself up after a -second delay. Any enemy who passes through has their movement interrupted, takes  magic damage, and is slowed by  for  seconds. Upon impact with the enemy, the mound shatters, dealing the same magic damage to all enemies within 150 units (300 total radius). 800 range and 1.5-second cooldown. Jeddica can hold up to 2 Stalagmite charges at once, and regains a charge every seconds.

''This is sort of an adaptation of your curved wall: the intent of the charges is to give you a measure of control beyond just laying down one mini-wall and hoping for the best, so if you miss you can still lay down another stalagmite, or if you get caught you can lay one down to stop your enemies. It also means you have more damage in hand, since Jeddica's ult doesn't deal damage. I think the setup needs to be telegraphed for the enemy to anticipate a combo, otherwise a dash+push+stalagmite combo would happen far too quickly for an opponent to move out of the way. However, what you could also do with this is use the stalagmite to both waveclear and poke, by laying one down and pushing an enemy into it to blow it up. Though the damage is AoE, I put the slow as single-target above as I think the target being comboed should be CCed pretty seriously, but those around it shouldn't be affected as much.''

E - Drift: While walking on her own ice trail, Jeddica ignores unit collision and gains  movement speed.

Jeddica dashes 375 units at 1000 speed and Skates for 1 additional second, ignoring unit collision for the duration. While dashing or drifting, any enemy Jeddica passes through takes  magic damage. second cooldown.

''This is the ice skater-like Drift we were talking about, in which Jeddica dashes a short distance but also gets to "curve" her trajectory while still moving at high speeds and catching enemies in her ice trail. The damage is there mainly to spread out Jeddica's overall power, and also to give her an incentive to curve towards enemies beyond just placing her ice trail under them. Because this ability is so integral to Jeddica being able to spread her ice around at the right moment, the cooldown starts out low and decreases very strongly with every rank. The low cooldown is more or less acceptable here, because the biggest part of Jeddica's "dash" is affected by slows, while she's skating, and can be interrupted by any kind of hard CC. The passive is there primarily for Jeddica to be able to return to safety quickly after using her dash to get behind enemy lines, but also to interact with her ultimate (see below).''

R - Avalanche: Jeddica covers the entire map in frozen snow, removing all terrain for  seconds and globally applying Frostwalker's ice trail. second cooldown.

''No big changes here, aside from blending Avalanche in with Ice Rink (literally the entire map becomes the ice rink). I wanted to have that effect there because having just pure terrain removal could benefit the opposing team just as much as it would yours. Overall, I think Avalanche is an awesome ability because terrain removal just lets you make plays you couldn't imagine otherwise, and so having enemies slide means your team always inherently benefits more from your ult.''

What do you think of this? 