Thread:Emptylord/@comment-1330314-20140904075404/@comment-1330314-20140904155243

I phrased the passive on Drift poorly: the bonus isn't meant to be active when skating, but just when Jeddica's walking on her own ice trail. The idea is that Jeddica gets to go back on her trail really quickly after dashing through the enemy minion wave, and that she gets to move a lot faster when her ult's on the map. With this, the "true dash range is meant to be 375 + distance covered while skating. While this is something tied to the tuning of the skating effect, I was thinking the maximum range covered would be about ~1000 units (assuming you're walking in the direction of the dash), over a 1 second duration. Effectively, you're dashing across that whole distance, except for the largest part you get to control your movement.

I also tried to give Jeddica combos beyond just EQW: Stalagmite is meant to be persistent area control as well, and Jeddica can summon one and push a minion into it with Q (from the front) to waveclear and poke. I don't want Jeddica to be able to Insec kick as easily as Lee Sin because, unlike him, she can "Insec kick" people on a much lower cooldown, and can push multiple people around at the same time. I don't think her cooldowns are especially low (4 seconds is low for a primary damage ability, 6 seconds is super-low for a dash), and I think making them lower, even at the cost of her damage, would just mean her opponents would have no breathing room when she's pushing them around.

Being able to reposition people is an extremely powerful mechanic, and I think that being able to do it well should require some risk: you can't just expect to show up and plop the enemy marksman into your team, you have to figure out how to get them there first. RQ from behind would be one of the easier ways to achieve that, but I think EQW itself can allow you to do that (the whole combo would take about ~1.5 seconds, a little longer than an actual Insec kick).

The reason I wanted Jeddica to have damage at the cost of ease of control is because I think that, past a certain point, too much control risks making the champion feel boring to play as and against: if Jeddica could be able to move anyone exactly where she wanted without too much difficulty, there'd be no real way to play against her, and she herself wouldn't be able to do much except move people, whereas here she'd have a combo that would be challenging to pull off but also extremely rewarding if she does (plus one she can repeat on a short cooldown if she messes up). Forward-facing crowd control, in this case, goes against Jeddica's strength in repositioning enemies (unless you just want to stop the enemy frontliner, which most mages already do). Replacing Jeddica as a top would involve making her tankier and more defensive, whereas making her a support would involve some kind of scaling utility, which I don't think she's meant to have: you mentioned wanting to have Ice Rink work on allies, but considering that the effect causes loss of control I don't think that's a good idea.

What this boils down to is what kind of gameplay you want to see. I think both you and I want a control mage who sacrifices damage for CC/utility, but I think we disagree as to the extent of this. The numbers (cooldowns, damage bases, scalings, ranges, etc.) can always be redialed, but I think we need to agree on a gameplay fantasy: what do you want Jeddica to be really good at? What does she bring to the table? How do you want her to play in the early game, how do you want her to play in teamfights?