Board Thread:League of Legends discussion/@comment-26390084-20150515162826/@comment-24882239-20150610171830

OK, typed this all out once, but the Wikia deleted it when it forced me to log in to post, so sorry if I make typos and what not, aI'm lazy.

I know you are not looking for number corrections, but either get rid of the damage/level on ki strike, or change the max health to bonus health. Feel free to change the numbers to make up for the loss, but it is really just redundant right now. I would also say it is kind of really strong as it is there. It is up slightly less frequently than live (late game, more frequently early), but doesn't force Shen to actually stick to someone if he wants to get damage out.*  It is just more waiting for cool downs, which is a boring way to play. I do like the synergy with spell blade though.

The W is my least favorite part of this kit. What is the one thing an ADC wants to do? KIll the tank diving them. What is the one thing this feint punishes the ADC for? Trying to kill you. And let's say the opponent is smart enough and has the reactions to not attack you. Then it gives them a full 2 seconds to get away, leaving you to have to close that gap again, and them being ready to dodge your taunt if that is up afterwards. The only time I see this not being too punishing to the enemy or Shen is when used in conjuction with your taunt. I do think something needs to be done with the W, since right now it is just a use it when it is up (if you have the energy to spare), and not requiring any big decision on your part. I just do not think this is it. Though I will say it will finally give him increased wave clear in a somewhat interesting way, so that is a plus. Also, you may want to make ti next source of damage from a seige minion/large monster/champion so that a random melee minion doesn't trigger it and gives you practically nothing.

The new taunt is my favorite version of this kit. The only thing I would reccomend it to have it apply both on hit effects AND spell effects. This will encourage other builds, like one involving liandrys (which will finally synergize better with his kit, with the increased AP ratios for damage from his W, and since he already does a large amount of magic damage from sunfire's, thronmail, his q, and his passive, though not his E in this take of his kit**). It will also not make someone fill jipped for buying a banshee's veil, and makes playing Sivir and Nocturne against Shen work like it feels like it should. The fact that it can crit is my least favorite part of it, since he really should only be building tri-force that gives him crit chance, so that will just make it feel like it does far more damage than it should occasionally, which is no fun to the opponents. But I really like how it helps tie his kit together with ample interesting counter play,  A+ idea here.

I think the biggest problem with shen is simply how binary hit kit is. You taunt in, and aa and q someone until they either get away, you killed them, or your are dead, throwing up your shield when it is up because you can. And after you taunt, it is you movement speed agaisnt their movement speed and CC, not exactly a contest in your favor until your taunt finally comes off cool down. What he could realyl use is more utility, a slow somewhere in his kit (short ranged and dogeable), or maybe some mini dashes or something (though League hardly needs more gap closers, it would make him more ninja-y). And that is all I have to say on this rework, and thank you for reading.


 * I'm talking about constantly aaing while waiting for abilites to come back up, rather than just walking next to them so you can keep the gap better.  With this version of the passive, you can do the latter and it will only cost you a tiny amount of damage, and will make Shen even more obnoxious to play against because he doesn't have to work hard for his damage.


 * Yes, I know most of those will not apply the cool passive of Liandry's for the most part, but they work well with the magic pen from it.