See, that's what I'm talking about. Things like that make sense and add depth to play and counterplay, cutting nearly a third of the base damage from the
E doesn't. My point was and remains that there are a multitude of ways to deal with the issue that are both more interesting and more relevant--like, as mentioned, removing the minion shield and reducing the follow duration. The only point where the E's direct damage becomes important is for an all-in, otherwise it's tangental at best to the real issue of her Q and the way the E mechanics facilitate it.
tl;dr: Balance changes that make the game boring without doing what they're apparently intended to are bad.
want to make sure that the reasons for choosing her weren't due to her low-interaction (and high-obnoxiousness) lane harass pattern where she can get instant damage with Help, Pix! before following it up with two high-powered guaranteed Glitterlances
There are two issues mentioned here: the E damage which requires the player to get close enough to land it, and the Q, which is much easier to land, both directly by shooting it through the wave and after landing E. The E damage by itself is decent, but hardly outside the norm for trading in midlane; the Q damage by itself is much the same. Ergo, the real issue is that landing the E can be chained into free damage.
Actually, there's a pretty apt comparison which was introduced just recently: Vel'Koz has a Q which is, statistically speaking, nearly identical to Lulu's Q: Glitterlance has very slightly higher base damage and 0.1 less AP scaling, Plasma Fission has 125 more range, both have the same cooldown and slow duration, Plasma Fission has slightly lower mana costs, and both have a way to hit enemies who are hugging their minions. I've not really seen much in the way of complaints about Plasma Fission, which in turn leads me back to the conclusion that the real issue at hand with Lulu is not her E or her Q individually, but the way they can interact.
That, naturally, returns to my original point:
when balancing a champion in response to a certain issue, it is perhaps best to remedy the actual problem instead of reducing irrelevant stats.
tl;dr for real this time: The changes that made it more difficult to chain an E hit into free damage are good. The straight base damage reduction on the E was not, especially because it was a reduction of the
base damage, which will be more detrimental towards a Lulu building for support than a Lulu who is going to be stacking AP. It really shouldn't be this hard to parse my damn posts instead of making assumptions, especially when I've taken pains to be as clear as possible.
Balance changes which remedy the issues they are intended to address = good
Balance changes which do not remedy the issues they are intended to address as well as they could = bad, or at least a little bit lazyI'm not accusing Riot employees of being incompetent or part of some fucking sinister conspiracy, so I'd kindly request that certain hypocrites stop putting words in
my mouth. I'm suggesting that just maybe a portion of this part of this patch might not be as good as it could be, but of course people become omniscient when they're hired by game developers so that can't be true.