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- **Current Energy cost scheme**
- All levels
- * 50e initial ability
- * 30e follow-up
- **Goal accomplishing scheme**
- Levels 1-5 (no ult)
- * 70e
- * 40e
- Levels 6-10 (rank 1 ult)
- * 55e (-15)
- * 35e (-15)
- Levels 11-15 (rank 2 ult)
- * 45e (-10)
- * 25e (-10)
- Levels 16-18 (rank 3 ult)
- * 40e (-5)
- * 20e (-5)
- Boom. Done. Early game nerfed. Late game buffed. Lee we all know and love still intact.
- _____________________________________
- **Let's analyze possible combos at the different tiers with some energy cost equations.**
- **Levels 1-5**
- 200 -70 -40 -70 +15 +15 = 50
- This means we can use two initials and one follow up, and must utilize passive for another follow up.
- Ex. Q, Q, E, but can't Cripple unless we auto twice. And if we do, not enough energy for free escape (W). That sounds like opportunity for counterplay!
- Ex. E, E, W. Standard E harass with W escape still available. Note: absence of Q, Q gapclosing.
- Ex. E, Q, Q. Lee can damage and chase easy, but easily imagined, can't get the Cripple easily.
- **Early game nerf mission accomplished. Now let's analyze the buffed late game.**
- **Levels 16-18**
- 200 -40 -20 -40 -20 -40 -20 = 20 +15 = 35
- Lee can now use *all* his skills in quick succession and have enough energy left (if he uses his passive just once [considering cooldowns and energy regen]), he'll have enough energy to use another initial ability, with his passive ready to fully fuel the follow-up.
- **Late game buffed! Success!**
- **Bonus success: Lee's ult isn't retuned to activate Teemo's laugh!**
- **TL;DR**
- Goal was nerf early, buff late.
- [Currently]
- Lee can use all of 2 initial abilities and 2 follow up abilities with his current energy costs, at all points in the game.
- [Above proposal]
- Early game, Lee can use 2 initial abilties and 1 follow up ability, and *must* use passive to use a 2nd follow up ability.
- Late game, Lee can use all initial and follow up abilities without requiring passive.
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