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The goal of this rework is to give Medusa some flash-farming ability in the early-midgame (before items) and also another way of zoning enemies out of the lane without directly pushing it. Before, you would need to bounce the Mystic Snake onto creeps to deal greater damage, disrupting the creep equilibrium. However, this rework ensures that you can harass without pushing the lane as much (with the right positioning, of course), and gives an incentive to leveling Split Shot at least once in the laning phase. This also gives her a more reliable way to deal damage early game and contribute more to a team victory rather than "AFK farming" and hoping their carry doesn't out farm you. Late game, this ability will still retain its effectiveness as it increases your range and greatly increases your damage, which can potentially be used to hit more enemies during a teamfight and finish off stragglers after that.
W: Mystic Snake
Type: No Target
Affects: Enemies
Damage: Magical
Medusa's next attack launches a mystic snake, increasing her attack range, dealing increased damage and adding a mana steal effect. The effect is applied to all the attacks of Split Shot.
- 200 attack range increase (to 800)
- 40/70/100/130 damage
- 20/30/40/50 mana steal
- 80/90/100/110 mana cost
- 11/10/9/8 second cooldown
The Gorgon's curse is her greatest strength.
Notes:
The attack modifier stacks with all other attack modifiers.
The additional damage is changed to pure when hitting enemies affected by Stone Gaze.
I don't know about the old version needing changes based on Farming ability, being able to deal 200 -> 240 -> 288 -> 345.6 -> 414.12 Damage at lvl 7 gives her some good Lane presence, and using this on a Stacked Camp should give you immense Flash Farming potential...barring Mud Golems of course...so I doubt that this will increase her Flash Farming potential much.
The instant Mana Drain might be a lot more useful in Teamfights, but with a 5 second Cooldown, it could end up being quote OP, 5 tragets == 250 Mana stolen == 625 Damage negated == 1250 Damage required to get rid of Mana Shield again. That's assuming there's ONLY 5 targets. It could use a much Higher Cooldown imo, somewhere in the 30 second region, similar to Flak Cannon.
She already has a flash farming ability, that being her split shot. She can't flash farm early, no, but neither can an Anti-Mage, or a Sven. If Medusa needs anything, in my opinion, it's a movespeed increase.
I agree with Atlas, her real need is a movement speed buff. Right now she sits at 290, Naga Siren is at 320 herself, gankability is what really makes Medusa a team liability and even rushing a pair of Phase Boots won't fully solve her problem. Most carries that are in the same tier as her have an escape or above average movement speed. Having her sit at 315 MS would greatly increase her early game productivity as is, I think giving one of the hardest carries an early game flashfarm is game breaking, especially one that has a permanent Flak Cannon. The early GPM of the game determines what items you can get to amplify yourself in the midgame and if a Medusa can farm up any faster than she already does then her GPM graph throughout the game would drastically increase because it'll translate into very early items and guaranteed points in Split Shot to continue flash farming without any mana needed at all. Having a carry like that in the midgame makes them instantly a top tier pick/ban without a doubt, her late game would be just as ridiculous, and I think having easy Rapiers would do more harm than good.
I don't know about the old version needing changes based on Farming ability, being able to deal 200 -> 240 -> 288 -> 345.6 -> 414.12 Damage at lvl 7 gives her some good Lane presence, and using this on a Stacked Camp should give you immense Flash Farming potential...barring Mud Golems of course...so I doubt that this will increase her Flash Farming potential much.
The instant Mana Drain might be a lot more useful in Teamfights, but with a 5 second Cooldown, it could end up being quote OP, 5 tragets == 250 Mana stolen == 625 Damage negated == 1250 Damage required to get rid of Mana Shield again. That's assuming there's ONLY 5 targets. It could use a much Higher Cooldown imo, somewhere in the 30 second region, similar to Flak Cannon.
A 30 second cooldown is quite high though, considering it only applies for 1 attack. But perhaps increasing the cooldown would be a good idea.
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