User blog:PanMac/Xin Zhao rework by PanMac

Honestly, I hate Xin Zhao. Not because of the character (which design is cool), it's because of low interactivity and so flat gameplay (smash QWE and wait for effects). This is my attempt to make Xin Zhao better in terms of gameplay.

Abilities
Nothing to change. Has it purpouse: armor reduction and interaction with ult. Only changed tooltip to match his changed naming for E.

His old Q is merged (and nerfed) with E. About his new Q: it was difficult to find ability to fits him in case of gameplay. His new Q is a skillshot which you can dodge and he can miss. It can hit multiple targets and mostly acts as MS boost, damage boost with short cd and very low range spammable poke.

I removed his attack speed from W and moved to his E (also nerfing it), also adding some small passive AS to synergize with heal. About active... I put shield which can both be used offensively and defensively which scales from offense (to make viable assassin path). Increased cooldown to ensure you wouldn't be able to use it twice during teamfight.

I merged Q/W/E activies into one, also nerfing their aspects (removal of bonus damage on-hit and slow on charge, capping his AS to next 3 strikes). So, you wanna ask "why leaving those annoying part in his kit?" 1st of all: many players identify Xin as "loud guy with that pesky charge and knockup". By adding some other parts to his kit I made possibilities to remain those "trademarks". 2nd of all: If Xin player smash his face on the keyboard, it's not a nail to the coffin to his target anymore. Removal of slow allows his target to escape to his team/base/turret if neccessary (steroid "stick to the target" has changed into MS at the duration). Also his reasoning behind "silence on Q" at the duration of spell is unable to gain more ms than intended.

Not much change - ability was fine before and had it's interactivity. Only nerfed his boost to defenses (and making it fades during time) because of freshly added shield.

Maybe i did some overdo on numbers (like shield from AD ratio or damage on Q) but it's impossible to check those without extensive testing on test servers.

What do you guys think about my changes?