This is a tentative rework for Evelynn, the Widowmaker. Poor Eve's been suffering for years now, always alternating between being either almost unplayably weak or tremendously oppressive, with an accompanying stream of large buffs, nerfs and reworks intended to fix the issues of her previous iterations. At the core of her problems is the implementation of her long-duration stealth, which has so far led her to become so overbearing during the laning phase that she can't be allowed to scale well into the late-game, or even be that effective when ganking early on. Compounding this issue is that of her overall fighting pattern clashing with her theme, as she's intended to be a squishy assassin but spends so much time fighting enemies from up close that she's often forced to build tanky (the innate defenses granted by her ult also benefit a tanky build more than an assassin build). In general, she's lacking a strong thematic or gameplay identity, to the point where even Riot's been struggling so far to pin down what makes or breaks Evelynn. Her overall design's been a mess for a long time, and in her current state she cannot be allowed to become as strong or as vicious as she deserves to be.
While I'm not particularly focused on crafting lore or fleshing out characters here, nor would I be too good at either, I think there are at least some basic elements to Evelynn that could be brought up. She's obviously some kind of creature of the night, and relies on the shadows in some way to empower herself and torture her enemies to death. I think this could also be the solution to her early power, and implementing the night into her kit could allow her to have periods of tremendous strength and utility where enemies would have to keep on their toes, without necessarily imposing an unnecessary cost in anti-stealth options (especially since I want to remove mechanics that specifically target stealth, as explained here). The general goal here is to keep Eve's core strengths (e.g. stealth, slipperiness, enemy trailing) and weaknesses (super-low reach, constant susceptibility to kiting) while engineering her into a true assassin, rather than a middling bursty bruiser.
Innate:Evelynn brings darkness everywhere she goes. Every 120 seconds, the night takes over the map for 30 / 60 / 90 / 120 seconds, before reverting back to day.
A 10-second period at the end of each phase marks the transition from day to night and back until level 16, whereupon the night takes over permanently.
While the night takes over, Evelynn'sabilities are empowered and she automatically becomes invisible when out of combat.
Core to Evelynn's playstyle and identity is her stealth, and the terrifying map presence it brings: when Evelynn's in the game, it means any enemy can get ganked from anywhere at any moment, and her very existence can completely change early game strategies, which is a good thing. What's not so good, however, is that this threat has no real variation, which means that laners end up being forced to play conservatively for the whole laning phase unless they buy an expensive Vision Ward. It also means Eve can't be too strong in combat, as she'd always start every fight with an advantage.
The above day-night cycle, along with the empowered effects, are inspired from Dota's Night Stalker, and its goal is to parcel Eve's threat into well-defined (and telegraphed) windows of tremendous power, where she'd be able to be both stealthy and terrifyingly strong, but also very exposed when caught in daylight. For a jungle Eve, this would set windows where she could perform amazing ganks, as well as times where she'd be vulnerable to counterjungling, and for a potential laner Eve this could give her the opportunity to stay back and farm during the day, and make a move for her opponent at night. Eventually, Eve would have permanent access to the night, but at that point it would be justified due to her overall low reach and vulnerability as an assassin. I thought of attaching more effects to the night cycle, including reduced vision, but I figured that would be free global power, and therefore not a good thing. As for the empowered effects, I made sure they only provided crowd control and utility, so that Eve would always be able to deal consistent damage, and would only have her PvP capabilities affected by the day-night cycle.
Additionally, I switched Eve's resource to energy from mana, as I think it would be a much better fit for her hit-and-run, bursty fight pattern. Her real long-term constraint is her day/night cycle and her health, and otherwise she should be able to return to combat often, but otherwise have a hard limit to how long she can continue fighting. One more thing to specify here is that I'd like to standardize the end of combat to 3.5 seconds of not dealing or taking damage, which would mean Evelynn would stealth at the end of that duration and not instantly. It's likely that, for the purposes of this, using her Q would still count as entering combat even if it doesn't hit anything.
COST: 25 energy
Active:Evelynn calls down a dark spike from the sky that lands after a 0.5-second delay, dealing magic damage to the first enemy it hits and knocking them down.
Hate Spike isn't really an interesting ability, and just ensures Evelynn pumps constant DPS as long as she's near her target. It's not even a point-and-click ability, as she doesn't need to point, even though she can sometimes do interesting things with her positioning while farming. The idea here was to make the ability more unreliable, but potentially a lot more powerful, as Eve would not only be able to deal more damage with each spike, but would also be able to cut off escapes from her enemies somewhat. I also increased the cooldown a little, as the new Ravage would also give Eve a lot to do (plus a lot of damage).
COOLDOWN: 14 / 13 / 12 / 11 / 10
Active:Evelynn cleanses herself of all slows affecting her and gains bonus movement speed for 3 seconds.
The main changes here are the removal of the cooldown reduction and the instant stealth at night: with a kit focused exclusively on getting close to her targets, Evelynn doesn't really need an extra incentive here to do the same, so I reduced its cooldown per level instead. As for the Nightbringer effect, I think it would make sense for Evelynn to have the power to instantly exit and reenter combat at her strongest, which would add to her slipperiness when attacking people and allow her to thrive in heated teamfights without having to resort to a tanky build.
If the target tears themselves off by moving far enough away from Evelynn, they take magic damage, based on how far she traveled around them. Completing a full semicircle around the target tears her off automatically, dealing maximum damage.
This is a complete change from Ravage on live, and one I think is both warranted (live Ravage is not an interesting ability, nor does it have truly original gameplay) and perhaps a bit experimental: the idea here is that Eve should not only stick to her target, but also sort of perform a dance of death around them and rake them with her claws. As this would be extremely difficult and risky to perform to its fullest extent, I gave the ability potentially huge damage, and put it on a low cooldown so that Eve could continue raking her enemy if she's able to do it successfully. As I removed the slow from her ult, I think it would make sense for it to move here, especially for the purposes of the above gameplay. In addition to providing potentially unique and fun gameplay for everyone involved, I think the ability would naturally work well on an assassin, since it would scale inversely with the size of Evelynn's opponent: squishy champions tend to be really small, so she'd have an easier time going around them, but tanky types tend to be a lot bigger, and so would require more moving around. Additionally, it could also make for some interesting counter-itemization and counterpicking, as effects such as Elixir of Iron and Wild Growth could work as mitigators to this form of Ravage.
COOLDOWN: 120 / 90 / 60
Active:Evelynn removes herself and the target enemy champion from the map for 3 seconds, placing themselves in an exact shadow replica with no other units. During this time, Evelynn and her target are completely undetectable and untargetable to all units on the map, and at the end of the duration both emerge back at their current location.
Dark Embrace can only be used at night, and reactivating the ability immediately ends its effects.
As with Ravage, this is a complete break from the original effect: Agony's Embrace is problematic in that it works better on a bruiser than an assassin (shields aren't really the best thing on a stealth-based assassin, and unlike Ekko, who tends to build like a bruiser anyway these days, Eve's shields don't scale with her damage), and its slow on a kit devoid of great reach is meant to gate her ganking power around its large cooldown. The effect here is intended to be a bit closer to Poppy'sDiplomatic Immunity: while that ability is in itself one of the most toxic in the game, it has an interesting core mechanic of forcing a duel between two champions, which I think is not only not toxic, but potentially awesome and interesting to have around. Not only would it work to Eve's intended theme here, as she'd take a champion with her to a sort of deadly tango, but would also provide completely unique power, as she'd be able to take a choice enemy completely out of a fight (along with herself) with a large degree of reliability for at least a few seconds. I thought of making the effect's duration scale with rank, but I think 3 seconds of removal at any given time would be just enough without being too weak or strong, and instead I think it would make more sense to have Eve's ult mainly increase her map presence.
What do you think of these changes? What are your thoughts on Eve, and what do you think her identity is or should be? Does the above kit correspond to that identity? Which direction do you think Rito should take to improve Evelynn?