As mentioned in the thread title, I, personally, think that Whiskey’s passive is a bit too situational to be reliable (this applies to PvP only, his passive is god-tier in PvE). Here’s an example of what I mean: in order for his passive to be useful at the beginning of a teamfight, you would have to kill a minion, Kleese rift, giant shard, etc, first in order to activate it. This, obviously, is not always the optimal thing to do, as the time you spend doing that is time you could have spent shooting at the opposing team. If I had to guess, I would imagine that they intended for Whiskey to get a kill during teamfights, and then use his passive to chain together successive kills. However, for those of you who have played Whiskey, I’m sure you can agree it doesn’t always work out that way due to its rather short duration. With that prelude out of the way, here’s my idea for a rework of his passive.
(TL;DR starts here)
Combat Rythm: Whiskey Foxtrot gains 1.5% attack damage, up to a maximum of 30%, for each second he remains in combat (combat counts as either dealing or taking damage) and maintains it for 5 seconds after exiting combat.
What do you guys think of that? I think it would be an excellent way to make his passive less conditional / situational while also giving Whiskey the ability maintain his attack damage boost for as long as he remains in combat, removing the feeling of urgency you have when you realize you only have 10 seconds to do as much damage as possible before your buff fades; thoughts / comments?