My Idea for Some Changes

Greetings everyone!, I welcome you to this post, which is about what I would change in the game. I'm doing this mainly because I'm passionate about both casual play and pro play, which are usually two worlds apart in terms of balance. I hope many people will receive my proposed changes well and discuss them. Your changes are welcome aswell. Without further adieu, let's go! --- #Champions {{champion:523}} **Aphelios** *Oh boy... how broken new ADCs are. I haven't even played with or against one for some reason, but seeing other matches, he's definitely a godlike champion. Maybe not as absurd, but I think he needs more refined strengths and weaknesses. Probably making him better late game, but weaker early game is the right philosophy, as I do want him to be playable, but not contested all the time alongside Senna.* > - ***Range***: ~~550~~ -> 525 > **The Hitman and the Seer** - ***Bonus AD***: ~~4/8/12/16/20/24~~ -> 5/10/15/20/25 - ***Bonus Attack Speed***: ~~6/12/18/24/30/36%~~ -> 7/14/21/28/35% - ***Bonus Armor Penetration***: ~~3/6/9/12/15/18%~~ -> 4/8/12/16/20% > **Calibrum, the Rifle** - ***Bonus Range***: ~~100~~ -> 75 > **Severum, the Scythe Pistol** - Healing is now only applied when damaging enemy champions. > **Gravitum, the Cannon** - ***Slow***: ~~30%~~ -> 20-30% (based on level) > **Binding Eclipse** - ***Range***: ~~Global~~ -> 1300 > **Infernum, the Flamethrower** - ***Firebolts Amount***: ~~4~~ -> 3 > **Phase** - Now has a 3/2/1/0 second cooldown, reduced with **Moonlight Vigil** rank. > **Moonlight Vigil** - Is no longer learned and upgraded automatically at levels 6/11/16. - ***Base Damage***: ~~125/175/225~~ -> 100/150/200 - ***Gravitum Follow-up Slow***: ~~99%~~ -> 2.5x of current Gravitum slow power {{champion:235}} **Senna** *Another extremely strong ADC. She can scale very well and provide tons of utility. I appreciate Riot's efforts to make her balanced at both marksman and support roles, but some things need to happen to bring the equilibrum.* > **Absolution** - ***Crit Chance Gain***: ~~15%~~ -> 12.5% > **Piercing Darkness** - ***Healing Ratio***: ~~(40% bonus AD and 25% AP)~~ -> (+40% AP) {{champion:21}} **Miss Fortune** *Yet another opressive marksman. I think what makes her so strong is her incredible laning phase for sure, but she can also scale pretty well with her Crit build. My intention for these changes is to shift her pros and cons for her Crit build (exposing her auto attacks and her ult) and add new tools to improve her Lethality route. Also nerfs to Doran's Blade should do the trick.* *Overall, these changes should make MF's laning phase less obnoxious with huge changes to Love Tap and Double Up, making her a good mid-game choice for all builds instead. Not sure if to touch her AP scalings tho.* > - ***Mana Per Level***: ~~35~~ -> 40 > **Love Tap** - ***Damage***: ~~(50-100% AD)~~ -> (50% (+100% Lethality) AD) - Each bolt from Runaan's Hurricane now activates Love Tap. (If a bolt hits a target recently damaged by Love Tap, it will not apply the damage until that bolt attacks a differend target.) - If MF hasn't attacked any target recently hit affected by Love Tap for 3 (reduced by Cooldown reduction) seconds, Love Tap is reset on every character that was recently affected by it. > **Double Up** - ***Mana Cost***: ~~43/46/49/52/55~~~-> 55 - ***Base Damage***: ~~20/40/60/80/100~~ -> 80/120/160/200/240 - ***AD Ratio***: ~~(100% AD)~~ -> (100% bonus AD) - Both shots no longer crit. If the first shot killed the target, the second one applies Love Tap instead and reduces the cooldown of this ability by 0.2/0.4/0.6/0.8/1 second. > **Strut** - ***Attack Speed***: ~~40/55/70/85/100%~~ -> 40/45/50/55/60% - ***Movement Speed Percentage***: ~~25%~~ -> 10% (+7.5% per 12 Lethality) - ***Cooldown Reduction***: ~~2 seconds every Love Tap proc~~ -> 1 second every auto attack - Now also grants 10 (+50% Lethality) AD for the duration. > **Make It Rain** - Enemies damaged by this ability now cause Miss Fortune's Critical Strikes to deal 10/12.5/15/17.5/20% more damage to them for 2 seconds. {{champion:82}} **Mordekaiser** *Your reing ends in your own Shadow Realm.* > **Darkness Rise** - ***Procs to Activate***: ~~3~~ -> 4 - ***Movement Speed***: ~~3%~~ -> 10/25/40 MS (levels 1/7/13) > **Realm of Death** - ***Duration***: ~~7~~ -> 6 seconds {{champion:875}} **Sett** *Why revert his HP Regen buff? It's uncomprehendable for me. He's still a top dog, rightfully as his title "Boss" says. But maybe he should rule in crime instead of Summoner's Rift.* > **Haymaker** - ***Range***: ~~790~~ -> 750 - ***Grit Decay Time***: ~~4~~ -> 3 seconds {{champion:223}} **Tahm Kench** *Tahm actually feels much more balanced now. He suits this meta and has exploitable counterplay now. But he's still left behind for casual play. He could maybe get a change for fun theorycraft builds to diversify his playstyle.* > **Thick Skin** - ***Damage to Gray Health***: ~~40/45/50/55/60%~~ -> 50% (+5% per 100 AP, up to 50%) - Shield Duration is now increased by 0.25 seconds per 100 AP. {{champion:127}} **Lissandra** *Well. I orignally thought of moving healing reduction and shield breaking mechanics from certain champions to other champions, but I decided to pull them out. But that doesn't mean Lissandra doesn't deserve a bit more of love.* > / **Ice Shard** - ***Cooldown***: ~~10/8.5/7/5.5/4~~ -> 8/7/6/5/4 seconds {{champion:96}} **Kog'maw** *Our void puppy is not in the best spot mainly because of the meta which favors faster games and not waiting until one of your carries gets fed enough to shred through enemy phalanxes. But that doesn't mean he shouldn't get some small buffs. They might be even more impactful than I orignally imagined.* > / **Bio-Arcane Barrage** - ***Cooldown***: ~~17~~ -> 16 seconds > / **Void Ooze** - ***Mana Cost***: ~~80/90/100/110/120~~ -> 80 {{champion:427}} **Ivern** *These changes aren't that huge, but they should help Ivern a little bit, especially in the later stages of the game. Our greenfather deserves some love.* > / **Rootcaller** - ***Root Duration***: ~~1/1.2/1.4/1.6/1.8 seconds~~ -> 1/1.25/1.5/1.75/2 seconds > / **Daisy!** - ***Daisy Base Health***: ~~1250/2500/3750 Health~~ -> 1400/2700/4000 Health {{champion:113}} **Sejuani** *Postponed in anticipation for her upcoming buff to bonus attack speed at level one.* {{champion:57}} **Maokai** *Maokai's left in the trash can even among other tanks, because while he provides initiation, he lacks raw damage some other tanks have. His niche as an anti-burst tank could also be used a bit better, so we're tweaking some numbers. Also don't ask how I don't know the speed of Maokai's ult - there's no info telling about that.* > / **Sap Magic** - ***Cooldown***: ~~30/25/20 (at levels 1/6/17)~~ -> 28/22/16 seconds (at levels 1/7/13) - ***Max Health Healing Scaling***: ~~6/7.5/9/10/11/12/13% (at levels 1/6/9/11/13/15/17)~~ -> 6/9/12% (at levels 1/7/13) > / **Nature's Grasp** - ***Speed***: ~~???~~ -> 1400 {{champion:34}} **Anivia** *Anvia has been kind of forgotten by everyone, maybe mainly because she has troubles in the early game. Of course, she is good at later stages of the game thanks to her ultimate and zone control, but she could use some slight help to get there.* > / **Frostbite** - ***Base Damage***: ~~50/75/100/125/150~~ -> 55/80/105/10/155 {{champion:429}} **Kalista** * I have a permission to change her a bit? To make her feel less clunky for the majority of playerbase? Can I... Guess I can.* > / **Rend** - No longer interrupts auto-attack timer. --- #Item Changes {{item:1055}} {{item:1056}} {{item:1054}} **Doran Items** *Stacking these items has historically proven to cause a lot of problems within certain champions who could abuse the strategy. Infamous Doran's Ring stacking in season 7 for top lane, current Doran's Blade stacking right now for AD Carries... you get the idea.* > - Each stat is now **UNIQUE**. --- #Dragons ( ) *We all know how important Drakes are right now. It's mostly due to how early they spawn and their dragon soul buffs. I don't mind Dragon Souls, as they are supposed to be this late game buff to close out games faster. But I don't enjoy their exaggerated importance because they spawn so early your jungler wants to focus on bot as much as possible to ensure the other team doesn't secure it.* *Altering their spawn time is needed. It will give Junglers more freedom in terms of which lane to gank. It will also give Top more impact, as Herald will now spawn earlier than the first Dragon. As recompensation, the spawn time after the first Dragon is shortened to summon Elder Dragon at roughly the same time.* > - ***First Dragon Spawn Time***: ~~5:00~~ -> 10:00 - ***Dragon Spawn Time After First***: ~~5:00~~ -> 4:00 --- #Changelog - 2019/07/30 - Created this thread. - 2019/08/30 - Added Pyke, Kai'sa and Lissandra. Removed Azir and Camille. Changed Tahm Kench. - 2019/09/14 - Added Ivern and Lulu. Removed Urgot and Renekton. Changed Kai'sa, Tahm Kench, Pyke, Lissandra and Qiyana. - 2019/09/27 - Added Sejuani, Anivia and Maokai. Removed Qiyana. Changed Tahm Kench... again. - 2019/10/20 - Added Kalista and Sylas. Removed Pyke and Kled. Changed Sejuani, Tahm Kench (for the fourth time in a row xd) and Kog'Maw. - 2020/02/09 - A heckton of changes. Added Aphelios, Senna, Miss Fortune, Mordekaiser and Sett. Removed Lulu, Sejuani and Kai'sa. Changed Tahm Kench. Added new sections. --- That's all of my proposed changes for now. I might add more soon. For now, I hope you agree on them and see you next time! {{sticker:poppy-wink}}
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