: > [{quoted}](name=Vicious Jq,realm=EUW,application-id=3ErqAdtq,discussion-id=VEHV2PUP,comment-id=00030000,timestamp=2019-09-03T17:58:09.676+0000) > > When you cant nerf, you rework it. Ezrreals kit is beying broken in current meta. What is the point in picking any other adc while you can pick ez and spam your q late game that deals up to 1k dmg every 1-2 seconds, where is the logic in that? When you can't nerf, the healthiest option in terms of meta, is to buff counters or champs that could do well with an adequate push. I say that because, going back on existing mechanics just makes the game more stale and regressive, while it doesn't address the problems of other champs. Ezreal faces a bunch of other top tier champs that have nothing to do with his playstyle. Instead of nerfing Ezreal's mechs, give someone like Kog'maw more tools to deal with him. Like a more potent slow or an actually useful passive instead of the joke he is right now.
Wouldn't that just be another sign of power creep which has been a problem for a while now? Not that you should only thing of nerfs but sometimes it is the better option.
: All they need to do is make the freeze zone AoE based on distance you are from your target. They could then increase the AoE when on top of your target and reduce it to nothing at something like 700 range. This would make the slow zone from Ezreal mean nothing if he is at a distance but be effective if he is on top of his target and buff IBG on every melee user. Alternatively, they could also do the same thing with slow effectiveness by increasing it to 40% scaling down to 0% at longer range.
Now that's the kind of creative thinking I like to see! I would want to try this
wowlukas (EUNE)
: Why delete twisted treeline :(
Wish they could just send the map to some game editors to mess around with on a playground to fix it. I will miss TT
: > [{quoted}](name=HubeartheGrizzly,realm=NA,application-id=3ErqAdtq,discussion-id=BWEw80dw,comment-id=002c0000,timestamp=2019-07-22T14:24:07.289+0000) > > So... more healing? I don't fully understand how Grasp works :p Guessing your not a top main :D but nah, when GP uses his Q and procs grasp he gets full benefits (5 hp, full heal and damage) despite the fact he is basically proc'ing it from range, so many people are calling for the ranged penalty to be applied
Ah ok that makes more sense ty :)
: So here are my top 10 highest mastery champs excluding heimer and sona (need more time to think about them) i don't nessisarily think all of them need the changes below, these are just what i would do if i was in charge of riot. **Rumble:** Hitting 2 E's within 2 seconds causes a root or snare for .5 seconds **Nunu**: E first snowball thrown deals more damage, the rest deal the current pitiful damage. **Kled:** Allow Kled to ping his dismount cooldown. Allow actives and passive that scale off bonus hp to go off of scarls bonus hp (not Kled's 0%) (locket mostly). Allow courage gain vs JG camps. **Singed:** Q deals more damage based on the amount of time spent in poison (max # of stacks not unlimited). Fix Singed's Fling goop combo. Add scaling to ult **Taric:** Rework Q so that I don't accidentally level past 2 (leveling past 2 is pretty much useless and makes the mana increase by a shit ton) **Yorick:** E gives true sight on the target. ( Rework W, 2 ideas) casting Wcauses all ghouls to explode (aoe dmg) **OR** Same skill shot with delay as current W but make it an aoe Snare instead of a wall trap (duration would be short due to its size and somewhat large size) **Gragas:** Currently Q applies slow after the second cast but I would change the slow to affect enemies standing in the barrel before it explodes W reduces damage received and heals hp and passive gives enhanced auto-attack (the good old switcheroo) **Leona:** Make her ultimate a 2 second ground and a slow instead of a stun but give her increased attack speed and ad early game (i want JG Leona) **Warwick:** Lower ult range but allow him to recast if he hits an opponent to jump to another (can be done twice but must be recast in 1 second after latching onto the opponent. deals reduced damage on second and thrid cast (i want to see him jumping from target to target to land on the squishy) **Poppy:** Ult deals increased damage the more it is charged (risky but can be used to secure the kill)
Well I would still like to hear what small change you would want to make to Heimer or Sona :D
Vlada Cut (EUNE)
: {{champion:266}} Bring Back his Revive or Mutikator lassive that let hin de with adc's late game. Revive was last thing Aatrox mains admizt that was left from old Aatrox and yet you just took it away. Bance team you monsters. {{champion:39}} Bring back her late game features - Shieldbreak and Disarm. It's quite rediculous that Irelia has it removed from her but then instantly insntantly given to {{champion:58}} and {{champion:53}}. {{champion:84}} giver her Q healing or W extension back(keep it to invisible stealth tyoe, do NOT revert it back to obacurity). Her Q healing was the obkynthing left from akali besides her E and R being skillshot versions of her old Ultimate. {{champion:67}} Change Vayne's silver volts from max HP true damage to _**max HP physical damage**_(since Demacians aren't into magic type of damage, ESPECIALLY Vayne who's one of the biggest Monster Hunters and Mage Racist). This way her W will deal actually more damage and scale well with her Keystone - Press The Attack, since Press The Attack can't increase true damage(tha mfully). {{champion:92}} Change her passive so her Q xould stop being a 3 tricking auto attack resets. _** If not**_, change her CD around it so she can't spam Q every 3 seconds when fully maxed(her lower CD buff few latches ago was a mistake). {{champion:114}} Revert all of her Q and E unecessary buffs or halve her W's stun duration from 2 to 1 seconds. 2 seconds stun on rank 1 W at lvl 3 is absolutely r%%%%%ed.
Hmmm some interesting thoughts and for mostly melee champions and mostly top laners (at least usual top laners). Ive seen a few people want revive back on AAron. With the shield break on Renek and Blitz it seems the original Shield breaker should get it back. There is so much with Akali but the healing was pretty big for her kit. Vayne would be a simple change and fit the theme and reduce her top lane runs. Im sure there would be riots removing true damage from the kit (let the fire spread lololol). A lot of people agree with the Riven needing to change the Q Fiora W would be nice (Bias cause I can never seem to win against a Fiora)
: AP scaling on Mundo's Q would always be nice :D I'm feeling the .5 ratio would be perfect. But you never know mundo is sleeper op. AD scaling to Blitzcrank's E and Q. .6 AP & .4 bAD scalings would be fantastic to be honest. Add an Armor scaling stat to Malphite's Q ability to fit his theme better. Afterall it's an ability that literally comes out of his body. That or offer a reduced AP ratio on his ult and add some armor scaling to it because you're literally battering them with your body. Rework sona already D:
All Armor Malph would be cool with scaling (and scary to go against). In General it looks like more champs are getting dual scaling so I could see adding it to some older champs What would you do for a Sona rework?
: I would revert {{champion:35}} of course
Might see more Shaco players coming back to the Jg. Scary clown (Jester) being scary again
legendu (NA)
: {{champion:266}} give him his revive back xD
I have a feeling in a future patch this will happen.
: {{champion:90}} His ult is now a skill shot
I am Biased for this one personally but YES.
: {{champion:161}} ults grounds instead of slows so he can be more impactful in fights and have anti-mobility tools.
Definitely a big change overall with the mobility meta and I think it would be warranted. Good Idea!
: > [{quoted}](name=HubeartheGrizzly,realm=NA,application-id=3ErqAdtq,discussion-id=BWEw80dw,comment-id=00220000,timestamp=2019-07-22T14:04:55.489+0000) > > There is quite a bit! Overall since there are a lot of champs you covered I wont go into detail for all of them but say that I do like most of them and pick a few that I have questions aboot. > > {{champion:32}} Disarm to channel disrupt? why the change? :) > {{champion:53}} Any reason for slowing the Q? > {{champion:203}} Do you think Kindred has a strong early game to want to make her scale with a weak early game? > > Those were my only real big questions. Amumu change because I think he's in an okay spot and wanted something fairly power neutral. This would still stop things like Lucian's ult which it already does and give some utility against things like Velkoz. The ability has a root but it feels like a stun because of the disarm as well, so changing that to make it less awkward to play against. Mostly it's because of the notion that every champion needed a change. Blitzhook set to be in line with {{champion:412}}'s (thresh's moves faster but also has a 0.5s delay). Add to that the less punishing nature for landing a minion makes his laning more forgiving as well as more interactive. Kindred like you said toning down early power in favor of scaling. Mostly because the scaling helps more in lower levels where she struggles and the early game impacts her more at higher levels where she's been oppressive for the last several patches.
Makes sense. Good simple changes. :D
: {{champion:246}} Reduce the range on her her w, most of her balancing is now done and she is still a challenging champ to play against while still maintaining her fun to play without being stupidly strong with powerful engage and disengage that can be used LITERALLY ANYWHERE on the map. As things stand her W is just too easy to use as a disengage kill with no thought since there are almost 0 locations on the map that do not have a wall within range, and those that are are in the base of the enemy team in a small circle around nexus, also if you are trying to escape and you reach the middle of any lane as long as you are not against the far wall of top/bot it's a free dash team wide root. Right now she has such a low skill cap and it could be fixed by simply making it take thought before you E in on your opponent.
I have not played the new champ so I would not know but making a little change could help with her engage power.
: I was just making a reference with Varus. When Aatrox comes close to Varus in-game, he scolds him for not following “the double-A thing” that he and Rhaast have, saying that there was a memo.
Oh!!! lol okay makes sense :). (Always like to add more fluff like quotes to the game anyways)
: Annie's E Molten Shield to burst around her when it ends, just like old Sion. Will make the skill actually useful for wave clear rather than a passive charger. OR Tibbers AI upgraded to be smarter than it currently is... Or maybe just fixed to allow him to attack wards and inhibitors would be huge for Annie...
I would lean towards the Tibbers QoL changes but not better than an exploding shield!
: Instead of buffing {{champion:84}} give back her healing.
Same ratios on the old healing as well?
: {{champion:41}} Q now procs as a ranged auto attack to balance out his usage of Grasp and the like
So... more healing? I don't fully understand how Grasp works :p
Tanerian (NA)
: AP ratios on Ashe's W. Add in on hit Ap ratio to her Q. Lemme play Ap Ashe ayyyyy.
Lol want to do something a little more so you can build into her Ult while not only building for her ult im guessing?
Busty Demon (EUNE)
: Make {{champion:21}}'s W or something. Edit : sorry. Make it a dash. Sorry.
Trying to keep up with the mobility comp LoL is at nowadays? makes sense
xelaker (NA)
: > [{quoted}](name=HubeartheGrizzly,realm=NA,application-id=3ErqAdtq,discussion-id=BWEw80dw,comment-id=,timestamp=2019-07-19T13:08:53.943+0000) > > A simple question for those who are a little creative or like to think about balancing. What would be the #1 thing you want to change on one champion? Either your favorite champ or a champ you truly hate! And why would you make that change? > > Mine is simple, make the Teemo Q a skill shot and increase its range to 750-800. (I know most Teemo players expressed changing the W so I wanted to think of something different). The reason for the change? Makes AA reliant champs have some ability to dodge the blind but give Teemo some extra range to his low range kit. of all the things that actually need change you went with teemo? who just needs a rework or stupid good numbers to live in mobility, ability nuke land.
YUP! :D Like I said I know the W needs a rework but I wanted to go with something else on his kit. For Teemo in general I would like to see a lot of changes. So with that said, what would you want to change(s) on Teemo?
: If every champion in this exercise gets exactly 1 change, no more, no less, it would mean basically the higher tier ones get a single nerf and the lower ones get a single buff, with middling champions getting a lateral change so let's go with that as the premise {{champion:266}} Q cooldown 14/12/10/8/6s -> 17/14.5/12/9.5/7s {{champion:103}} Q true damage moved to a part of the Charm debuff {{champion:84}} Q cooldown increased 1.5s -> 6/5/4/3/2s {{champion:12}} E shockwave interval 05s -> 0.4s {{champion:32}} R disarm replaced with a channel disrupt {{champion:34}} R mana cost/s 40/50/60 -> 50/55/60 {{champion:1}} Q cooldown up, reduced by 50% if Q kills a minion: 4s -> 7s {{champion:22}} Q mana cost removed {{champion:136}} R cooldown 110/90/70s -> 90/70/50s {{champion:268}} E cooldown 19/18/17/16/15 -> 20/18/16/14/12, but Azir will only dash to the location of his soldier at the time of E cast even if Q is cast after {{champion:432} Shrine (W) prep time 10s -> 10/8.5/7/5.5/3s {{champion:53}} Q missile speed 1800 -> 1300, 25% cooldown refunded on hitting a minion or monster {{champion:63}} E AP scaling 45% -> 60%, deals 50% bonus damage to minions and monsters {{champion:201}} W bonus resistances flat and scaling: 10 / 14 / 18 / 22 / 26 (+ 10 / 11.5 / 13 / 14.5 / 16% ) -> 18/21/24/27/30 (+21%), but allies only receive two-thirds of these bonuses (12/14/16/18/20 +14%) {{champion:51}} E mana cost 75 -> 80/70/60/50/40 {{champion:164}} Pasive Shield: adaptive -> universal, cooldown 16/13/10s -> 18/12/8s {{champion:69}} W nerfed early, buffed late -- cooldown 24/22/20/18/16s -> 25/22/19/16/13s; dps: 20/25/30/35/40 (+ 15% AP) -> 18/26/34/42/50 (17.5 % AP) {{champion:31}} Bonus health per R stack: 80/120/160 -> 100/130/160 {{champion:42}} E resistance shred changed to 1/2/3/4/5% from flat 1 / 1.375 / 1.75 / 2.125 / 2.5, max stacks 8 -> 5 {{champion:122}} E armor pen changed from passively 15/20/25/30/35% -> 3/4/5/6/7% per stack of Hemorrhage, but now E applies a Hemorrhage stack as well {{champion:131}} W base shield amount 40/55/70/85/100 -> 40/60/80/100/120 {{champion:36}} E bonus AD 40/50/60/70/80 (increased by up to 100% based on missing health) -> 40/45/50/55/60% of total AD (+1% total AD per 1% missing health) {{champion:119}} Auto attack windup decreased, and base attack speed 0.679 -> 0.625, basically to make weaving additional autos between axe catches easier while decreasing his general dps I'm also realizing how long this is going to take to go through every single champion so I'll just do the ones I play or find most frustrating to play against for the rest of this post {{champion:78}} W bonus resistances 10% -> 10 / 11.25 / 12.5 / 13.75 / 15% {{champion:203}} E execute damage 8% +0.5% per passive stack missing health -> 4/5/6/7/8% +0.75% per passive stack missing health, slow 50 % for 1s -> 30/40/50/60/70% for 0.5 / 0.75 / 1 / 1.25 / 1.5s {{champion:98}} Q deals magic damage equal to its enhanced auto damage to enemies it passes through {{champion:28}} W arrow indicator appears 1 second sooner, but Evelynn gains 30/40/50/60/70% bonus movement speed when moving toward the target while W primes {{champion:117}} base movement speed 330 -> 335 {{champion:13}} E cast range 615 -> 665 {{champion:157}} W doesn't block projectiles until it reaches 225 range {{champion:74}} Normal turrets take the same modified damage as {{champion:143}} plants from champion attacks and abilities, health against non champions increased 150-575 -> 200-600, turret mana cost 20 -> 60/50/40/30/20 {{champion:17}} blind duration 1.5/1.75/2/2.25/2.5s -> 1.75s mana cost 70/75/80/85/90 -> 80/85/70/65/60, cooldown 8s ->12s {{champion:555}} Grey health ticks down if Pyke remains in vision of enemy champions without taking further damage after 5 seconds {{champion:58}} Q damage 65/100/135/170/205 -> 45/75/105/135/165, Q enhanced damage 100/150/200/250/300 -> 150% normal damage
There is quite a bit! Overall since there are a lot of champs you covered I wont go into detail for all of them but say that I do like most of them and pick a few that I have questions aboot. {{champion:32}} Disarm to channel disrupt? why the change? :) {{champion:53}} Any reason for slowing the Q? {{champion:203}} Do you think Kindred has a strong early game to want to make her scale with a weak early game? Those were my only real big questions.
: {{champion:143}} Replace passive with healing and/or true-damage on-hit from plants. +2 max seed storage, reduced base CD. I hate her rng passive.
Seems like getting rid of the rng passive is pretty popular. Adding healing could be good for Zyra in the Support role though!
: {{champion:1}} 4th cast e now creates a sizable grounding field around both Annie and Tibbers. (Keeps her immobile but allows her too be a counter to highly mobile champions..... Would rewire reworking q into a skillshot to keep her from being too strong in cc). {{champion:143}} passive plants trend to spawn towards the player's cursor giving you slightly more control over one of the most rng passives in the game (with some scaling and base damage tweaks that could pull her from solely support back towards mid) {{champion:26}} at 18 his passive now gives a time scale boost for a short time ( increases movement speed, cdr and attack speed by a small amount) {{champion:157}} w is monodirectional....(like {{champion:201}} considering it lasts longer and Yasuo can act with his up. Back to instantly blocking projectiles from the intended direction. {{champion:10}} passive for level 6 and level 11 swap places allowing her to be a champion early.. Her 16 passive is split damage instead of true damage so she doesn't just delete everyone late game. {{champion:246}} (not so much to her but qol) howling abyss and twisted treeline now allow Qiyana to get water element near the health relics. {{champion:91}} if e is used in open areas and does not use terrain, Talon leaps a small distance and e is put on cd for 20 seconds (give me a reason to ever take this in aram)
I do like the Annie suggestions a lot. A little like Lissandra but still would feel different. The Zyra would be a good change to put it for more skill then RNG though I think would be a little tough to do. Zilean make sense for the late games. The Yas change would be huge for ranged champs going against him but im sure there would be a lot of complaints. Havent seen Kayle a lot but I know her early game is super weak and late game super strong. Never anything wrong with QoL changes (and getting some love for TT!) Talon does need something for ARAM for sure
: {{champion:163}} Remove vector casting on w.
What makes you want to remove it?
: {{champion:161}} Zoom-out on ult. Please. Also {{champion:110}} **_ThERe wAS A meMo_**
Never played Vel but I can see the need for his zoom out ult (eg. Jhins) What about Varus? I like him as a champ personally but would like to see something change a little on his kit.
: For Kled, here’s what i’d do: Remove the healing debuff from his q because it’s a cheesy mechanic that ruins the game in the long run. I’d then remove the -20% damage to champions when dismounted and make adjustments from there.
Remove the Grievous wounds entirely from the Q or just reduce it?
Antenora (EUW)
: {{champion:51}}: Yordle Snap Trap (W) traps placed within range of enemy turrets have their effects and duration reduced by 50%. Reasoning: Being walled behind your turret while Caitlyn and her Support chip away at your turret makes for some unfun and very uninteractive gameplay.
I like it! and it would help with her lane bullying some.
Profirix (NA)
: {{champion:31}} Let this guy scale in size infinitely, but at a reduced rate after 10 stacks.
Who wouldn't want a giant Cho! It would be fun to see
: just fix the shaco bugs and i will be more than happy
Which bug on Shaco annoys you the most?
: Favorite: {{champion:62}} - going off the PBE changes that were up, let his decoy move a short distance in an area to increase it's deceptiveness. Least favorite: {{champion:92}} - Resource bar. As the bar fills up, she gains use of her Q and W CCs (we'll say at 50% of the bar), as well as her E dash range increasing slightly at a max bar. AA'ing increases the bar by a small margin, Taking damage or being out of combat lowers the bar and Ulting fills the bar half way. Random: {{champion:432}} - every time he collects enough chimes to gain an extra meep, he doots
Im a big fan for the Bard extra meep. The resource bar on Riven I like a lot as well.
: {{champion:92}} Q cooldown starts after last dash instead of the first one or just delete her and give Aatrox her name.
Seems to be a popular one! and a simple fix.
AIQ (NA)
: ***
Well, at least for the limited games I have seen {{champion:102}} in the late game she just seems to lack some damage or some defense depending on what it being built. I don't play Shyv so I wouldn't know how to exactly play/build her in game but just a little more CC on an ability would be good even if its a tiny one.
AIQ (NA)
: ***
I think {{champion:102}} could use some scaling. Im also a fan of the micro knock back
: {{champion:8}} Decrease unempowered Q damage and increase empowered Q damage to compensate. Maybe then people will stop complaining about my main. {{champion:82}} delete the Ult. I wanted to him as a main post rework, but the Ult is so unsatisfying and cancerous.
What would you replace the Mord Ult with? I like the change for the Q, more tactile play to try and land the Empowered Q
Fízz v2 (EUW)
: {{champion:105}} E cooldown reduced to 8 at max rank again {{sticker:sg-jinx}}
man of tin (EUNE)
: {{champion:266}} Give him a new joke animation. (sorry it bothers me too much)
Hey its not always about the stats! Small VGA update never hurts
: Swap {{champion:254}} passive and w, making her shield an active.
Would you swap the armor reduction and AS as well? (sorry I have never played {{champion:254}} so I don't know how her kit works)
: {{champion:19}} make warwick's ult apply 5 basic attacks/on-hit effects again instead of the curent 3.
Might see some more {{champion:19}} then! always liked the champion
Antenora (EUW)
: {{champion:67}} - Auto attack animation made smoother. Pure Quality of life, no damage or stats increases, just makes the animation feel a bit smoother.
short and simple, never anything wrong with some QoL changes
: For {{champion:60}} (Passive, Spiderlings remain In both Forms) Removed: Spiders will no longer spawn from Elise's Human ability casting -Q(Human) An ability that doesn't do any damage from first initial hit. Deals Magic damage over time, and spiderlings will do bonus damage to that target. -Q(Spider) same -W(Human), Will act As normal. But Spider-lings will follow the 'Volatile Spiderling', and If the (W)Volatile Spiderling hits an enemy unit, spiderlings will Focus that target For X amount or go out of reach from elise -W(Spider) same -E(Human),(3 Charges) Elise will throw a cocoon as normal, Dealing no damage, Only Slowing for 20%(If 2 Cocoons are hit on the same target they will Become slowed an additional 15% and become "Grounded", Landing a 3rd will stun for 1.25 second and lowering Magic resistances. But IF Hits terrain(or max range, it sets a Cocoon that will arm after 3 seconds, going invisible and becoming "Webbed terrain". If the Coocoon is Full HP when is is armed, It will release a 'Spiderling'. Webbed Terrain Are seen by Enemies and be slowed for 5% if running on top, Elise will be granted "Obscure vision" on them. Elise will also be granted Bonus Movement speed, And additional resistances while she is in the Webbed Terrain Stealthed webs, Will have 3 hp as most stealth stuff do, and can be destroyed if revealed.) Webbed Terrain lasts for 6 minutes. -E(Spider) Same, But Can drop down Anywhere in her CoCooned area(if in range.) R (Mostly the same) Gains Bonus magic damage to targets In the Webbed area. ===Hopefully what my changes Would accomplish) -Redirect her away from being an E -Gank -bot -Give her large control to her jungle, lowering her ability to gank - Give her a more Spider Queen Feel.
Quite a bit of change! I do like the webbed feature.
: {{champion:427}} : Jungle camps marked by his passive gain 30% increased attack damage and attack speed. It helps to prevent him from getting counter jungled so hard.
cool idea, if I could amend this I would make it scale instead of a flat %? in the early game that could be too much for the other jungler imo. but I like the idea and I think it could fit iverns theme a bit more.
: Nerf {{champion:142}} W, This ability is too strong. Not only does it provide movement speed, and an unmissable attack, it triggers from your summoners, her summoners, and the RNG items she picks up. I think its stupid, she can get a GLP level 3 from a minion, Blast you with it, so A. you're already slowed, B. She is faster now, C. it does more damage cuz 3 homing balls hit you. Now i have to flash to get to tower, oops i just flashed, now she can use it, so ABC just happened again, and now im dead without any of her aiming. And if im not? Ignite, move happens all over again. I've seen so many clips of zoe missing everything, but she uses two summoners and her passive to kill 10/0 targets. It's like im not allowed to use summoners vs her because she becomes stronger for it, but shes allowed to use everything she gets. Champions with a mechanic specifically to them are broken. (Her sleep is fine, but not her summoner steal)
So maybe removing the part where she steals a summoner from the enemy team? or find a way to make the 3 homing orbs a skillshot instead?
Jaspers (EUW)
: {{champion:266}} - Add an attack speed buff back into his kit as a reward for landing abilities and autos like before. Make him auto attack based again. If Riot truely had an issue with auto attack speed based healing champs, {{champion:48}} {{champion:5}} and {{champion:2}} would not exist in the game. They'd all be variations of Riven too. (And no, I can't just play one of the above, all champs and different and play and feel different, I like those above but other than Trundle, had more fun with old Aatrox more).
What was the old AA buff he had before? My memory isn't too good.
Nekorus (NA)
: {{champion:56}} Make his ult make him invisible or make it so that he dodges aa or some mechanic where he's harder to fight or even make his q let him go through walls if he positions it correctly like spectre from dota2
Looking to make his ult feel more like an assassin that can 1v1?
: {{champion:44}} Lower his mana regen but make his passive restore mana on hit. This would further reward actively using bravado while making a passive play style worse on him. This would also increase his viability in top and jungle where he always has something to hit.
Hmm I think this would be a good small change, he could still be viable as a Sup and open up more roles for him. :D
KazKaz (OCE)
: {{champion:142}} Delete her from the game.
Lol, assuming she wont be deleted from the game. Which ability pisses you off the most from her kit?
: {{champion:126}} can use all melee or ranged items in either form {{champion:429}} autos are skillshots (Somehow)
Interesting for Jayce, maybe they grey out the item when switching between ranged and melee though I don't think Riot can handle changing an AA to a skill shot
: remove trynda's ultimate.
: Sona: give her an "ammo" bar like Annie or Irelia to see her passive and which chord is currently ready.
SOme QoL update for Sona. Simple but effective!
nm1010 (NA)
: My first ranked main was {{champion:61}} and I've always like the idea of changing her passive to better fit her ballerina theme + incorporate the ball into it. Plus I feel like her current passive is just used to justify her low base ad and mid game it helps in drawn out duels, otherwise it is pretty "meh" unless playing something like stormtrooper Orianna. The idea for the new passive is pretty simple, > Orianna > > New Passive: > > Part 1 - When auto attacking a champion Orianna gains a stack of X and locks this portion of her passive. If Part 2 is locked, it is now unlocked. Maximum stacks of "-", stacks decay out of combat. > > Part 2 - When hitting a champion with an ability Orianna gains a stack of Y and locks this portion of her passive. If Part 1 is locked, it is now unlocked. Maximum stacks of "-", stacks decay out of combat. > > X - The ball's movement speed is increased by "-". > Y - Orianna's movement speed is increased by "-". Essentially hitting someone with Orianna causes the ball to move faster, hitting someone with the ball causes Orianna to move faster. But you have to alternate to maximize stack gain. Do it right and it would help her immensely with hitting ults and kiting.
It would give a different feel to her kit and give a good boost for low speed :D. Fancy.
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HubeartheGrizzly

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