: > [{quoted}](name=UltraInventor,realm=NA,application-id=A8FQeEA8,discussion-id=pk3wLzmA,comment-id=,timestamp=2019-11-27T07:32:19.439+0000) > > There are several types of classes, but none of them are truly distinctive. This isn't because of intentions, but because of Item selections. Marksmen are building critical strike like assassins (meta Marksmen build); tanks are building ability power like mages (Malphite and Amumu, to name just two); Mages are building armor and magic resist like tanks (Karma and Fiddlesticks), etc. Assassins are supposed to unleash massive damage quickly, Marksmen are supposed to deal sustained physical damage, Tanks are supposed to protect their team by absorbing damage, Fighters are supposed to deal some sustained damage while absorbing enough damage to keep themselves alive, supports are supposed to provide their team with various boosts, and Mages are supposed to be the magic-damage counterparts of all the roles previously listed. Champions always reside in multiple roles, but this in no way diminishes the purpose of every champion having listed roles. > > **I propose a change to 3 core item concepts to encourage and better support champions in their various roles.** {{item:3031}} {{item:3193}} {{item:3072}} > > ---------- > > 1: Critical Strike. {{item:1018}} > > Critical Strike is supposed to provide access to burst damage. This being said, it currently deals double damage (or double and a quarter if one takes infinity edge) if a champion's basic attack critically strikes. The meta Assassin AND Marksmen build is to get 100% critical strike chance, enabling them to ALWAYS deal 200 or 225 percent of their basic attack damage. In essence, the Marksmen role has been transformed into the Ranged Assassin role. > > I propose that Critical Strike be changed into Excitement. > > Excitement: For the first 3 seconds of combat, the champion deals an increased ??% damage. > Items containing Excitement will add to the champions ??% damage, but the duration remains limited to the first 3 seconds of combat. > > This causes a differentiation between the roles of Assassin and Marksmen that does not currently exist with Critical Strike. Assassins will deal more damage than Marksmen in the first 3 seconds of combat, but then they fall off. Meanwhile, Marksmen will have the potential to deal more total damage than Assassins, albeit taking more than 3 seconds. Assassins will be happy in their role of deleting a specific target, and Marksmen will be happy in their role of being the Attack Damage Carrier. > > 2: Armor and Magic Resistance. {{item:1029}} {{item:1033}} > > Currently, Armor and Magic Resistance are fairly strong early-game, but becomes weak mid-game, and then remains weak for the rest of the game. Tanks, the ones that should have the highest Armor and Magic Resistance, remain easily destroyed, especially after they fail to defend their team and so are left totally alone, with little damage output, to face off with whomever of the enemy remains. As stated earlier, Tanks are supposed to PROTECT THEIR TEAM by absorbing damage. > > I propose an added statistic to Armor and Magic Resistance that is currently found _(in a manner)_ in a support item - Knight's Vow {{item:3109}}. I propose that all nearby allies of the champion holding Armor have a ??% premitigated physical damage redirected to the champion holding Armor. Likewise, all nearby allies of the champion holding Magic Resistance have a ??% premitigated magic damage redirected to the champion holding Magic Resistance. All damage will then be properly mitigated according to whomever the damage is going to. > > Example: Ahri {{champion:103}}, with 50 MR, and Ziggs {{champion:115}}, with 50 MR, and Galio {{champion:3}}, with 200 MR, are all simultaneously hit by Veigar W {{champion:45}}, dealing 1000 premitigated damage to everyone hit. Galio will redirect 333 premitigated magic damage from Ahri and 333 premitigated magic damage from Ziggs to himself. Ahri will redirect 167 premitigated magic damage from Galio and 167 premitigated magic damage from Ziggs to herself. Ziggs will redirect 167 premitigated magic damage from Galio and 167 premitigated magic damage from Ahri to himself. Galio will now receive 1332 premitigated magic damage; Ahri will now receive 834 premitigated magic damage; and Ziggs will now receive 834 premitigated magic damage. Galio will lose 444 health, Ahri will lose 556 health, and Ziggs will lose 556 health. > Ultimately, Galio received an extra 111 damage to protect Ahri and Ziggs from 111 damage each (222 total damage). > > This will encourage Tanks to build resistances to help their team instead of just getting damage. > > 3: Lifesteal. {{item:1053}} > > Lifesteal is intended to help a champion sustain his/her health by healing according to the damage the champion deals, however, directly converting damage into health causes lifesteal to primarily help Assassins, secondarily Marksmen, and thirdly Fighters. Lifesteal is supposed to primarily and equally help Fighters and Marksmen, and thirdly Assassins. > > I propose that Lifesteal's direct damage-to-health be changed to indirect damage-to-health. Each percent of lifesteal of each percent of the enemy's maximum health destroyed should equal the percentage of that champion's maximum health. > > Example: Caitlyn {{champion:51}}, with 1500 max health and 20% lifesteal {{item:3072}}, deals 400 postmitigated damage to Olaf{{champion:2}}, with 3000 max health and 20% lifesteal {{item:3072}}, while Olaf deals 200 postmitigated damage to Caitlyn. _(Caitlyn does more damage because of damage items while Olaf has more health because of health items)_. Caitlyn hurt Olaf by 13% of his maximum health, and Olaf hurt Caitlyn by 13% of her maximum health. Caitlyn heals (20% of 13)% of her 1500 max health, and Olaf heals (20% of 13)% of his 3000 max health. Caitlyn heals 97.5 damage and comes out with a total health loss of 102.5 (0.068% of her max health), while Olaf heals 195 damage and comes out with a total health loss of 205 (0.068% of his max health). > > This shifts lifesteal to primarily and equally help Fighters, Marksmen, and thirdly Assassins. > > ---------- > > If you like these three balance ideas, please like this post to help others see it too! If you have anything to comment on, please comment below. I want to hear your comments! Thank you for reading. Riot decided games need to max out at about 30 minutes a while ago, so kits, PvE mechanics and items started to be designed and changed around that goal.
I don't see how this would change the time of games.
: Which assassins build crit?
Only Master Yi {{champion:11}} and Tryndamere {{champion:23}} build crit. Twitch {{champion:29}} has the option of building crit or lethality. The rest build lethality in the case of ad assassins or raw ap on the other side of the spectrum.
: Restoring the Lost Champion Roles
This way of thinking is exactly what League of Legends needs. There are some serious problems between classes that need to be rectified. I love your ideas on critical strike chance, understand where you are going with armor and magic resistance, and have some critiques that might enhance your already good ideas about life steal. 1: Currently, most ad assassins build lethality {{item:3134}}, not critical strike chance {{item:1018}} like marksmen do. (Master Yi {{champion:11}} and Tryndamere {{champion:23}} are a couple of the exceptions.) Ap assassins simply build raw ap. Critical strike chance, however, is and always will be a statistic that should be for assassins. There is a reason why critical strikes are made by assassins across gaming platforms all around the world. I love your excitement idea. I once thought about a way to turn critical strike chance into a truly bursty statistic, but it only held true on ad assassins. This would open it up for ap assassins as well and be a great unifying tool between assassins. 2: I agree that there is much work to be done on tanks in both the need to be durable and to be targeted, but I do not think this is the correct way to go about it. What happens if one champion is too low on health and a nearby ally is hit with something? Or what happens when you gain a damage-absorbing shield or invulnerability just for the damage to still hurt an ally? Most tanks already die plenty fast. They don't need any help to perish faster. In my way of thinking, the first thing to think about is armor and magic resistance value. Armor and magic resistance means too much pre 100, but then it means too little post 100. See, additional armor and magic resistance become less effective the more you get because of the function it undertakes. I think a change to the function is needed to slightly lower the value of pre 100 armor and magic resistance and increase (maybe slightly more in absolute value than the decrease) the value of post 100. Another possible solution is to start all champions at a set amount of armor and magic resistance that does not change as you level up. After all, this does block a _percent_ of damage taken. The second thing I think needs done is to the tanks themselves. This would be a longer-to-complete update that puts every tank under the eye of scrutiny one at a time. Every tank needs modifiers that use durability statistics. You wouldn't expect a mage to have an absence of ap modifiers. Every tank needs a defensive ability. You wouldn't expect to see an assassin without any burst abilities. Every tank needs crowd control (as that is the only real difference they make in a fight). Otherwise, enemies will simply save the tank for last and the only difference a tank would make is nothing more than what a glorified melee minion would. Lastly, every tank needs a way to either force or highly persuade enemies to attack them for a moment. For example, Rammus {{champion:33}} has a taunt that forces enemy attention for a couple of seconds. This may be a simple point and click, but is only really capitalized by timing it correctly. Sion {{champion:14}} is another good example. _If_ he places and times his Q correctly, he is capable of stunning the entire enemy team. If he makes this the case, the only recourse to avoid the said problem is to use your crowd control on him. Also, his W provides a _small_ damage-absorbing shield. _If the shield persists long enough_, then he can reactivate it to deal heavy damage to nearby enemies. If you cannot get away from him, it may be a good idea to target him just enough to destroy his shield. 3: I like where you are going with life steal {{item:1053}}. It actually reminds of another take at it I thought about a while ago. In my idea, life steal heals for a percent of your maximum health on hit. This would need a statistical refocus for fighters from building attack damage to attack speed (think of Olaf {{champion:2}}). Tanks would be able to use life steal due to its percent health heal which would be very healthy to gameplay. Marksmen would be able to use it due to its heal on hit. The biggest effect would be for fighters due to both on-hit and percent health attributes. Overall, these ideas are very good. I especially like the critical strike chance and life steal ideas. They are well-thought-out.
: Aphelios Kit Primer
I, for one, love complex champions, but there comes a point where it becomes unhealthy. I feel if his Q remained essentially the same throughout every form, it would be easier for both the player and opponent to know what they are doing. The main gun could provide an enhancement and the secondary could provide a lesser one. For example, the Q could be a skill shot. The Gravity Cannon (equipped as primary) would snare, but if equipped as secondary, it would slow. Otherwise, I really like this new champion.
Rioter Comments
: This would literally ruin game balance. There is no chance this could ever make live servers. Doing some simple math if you land 3 shots on a full hp target you would do 38.5875% of their max hp if you land all 3 subsequently. Do you understand how game breaking a spell that does over 1/3 of someone's hp is? Imagine this as a tank shred. Imagine this on adcs or mages. If you want to fix the problem don't introduce something that is easy for poke champions to take and abuse. Realistically melees are fine. I'm not saying all are, morde being a prime example of one needing a rework, but Riot isn't saying he is in a good place, they have actually said that he is up for a VGU. A lot of melees are viable at the very least in solo q and many are viable in competitive as well so I don't see why we need a new summoner to try to balance a difference that is minuscule in reality. Also as a note about the move speed changes: You cannot introduce a system where ranged champions are that much slower than melees because then any melee with any kind of gap closer becomes broken beyond belief and those that don't still would run around stronger than most ranged champs just because the ranged champs cant kite them anymore. It's a fundamental mechanic of the game to allow for kiting otherwise most ranged champs would not be viable.
> [{quoted}](name=Master Of Magic,realm=NA,application-id=A8FQeEA8,discussion-id=3ELsE062,comment-id=0000,timestamp=2019-03-07T07:28:30.971+0000) > > This would literally ruin game balance. There is no chance this could ever make live servers. Doing some simple math if you land 3 shots on a full hp target you would do 38.5875% of their max hp if you land all 3 subsequently. Do you understand how game breaking a spell that does over 1/3 of someone's hp is? Imagine this as a tank shred. Imagine this on adcs or mages. If you want to fix the problem don't introduce something that is easy for poke champions to take and abuse. Realistically melees are fine. I'm not saying all are, morde being a prime example of one needing a rework, but Riot isn't saying he is in a good place, they have actually said that he is up for a VGU. A lot of melees are viable at the very least in solo q and many are viable in competitive as well so I don't see why we need a new summoner to try to balance a difference that is minuscule in reality. > > Also as a note about the move speed changes: You cannot introduce a system where ranged champions are that much slower than melees because then any melee with any kind of gap closer becomes broken beyond belief and those that don't still would run around stronger than most ranged champs just because the ranged champs cant kite them anymore. It's a fundamental mechanic of the game to allow for kiting otherwise most ranged champs would not be viable. If Thunderbolt's numbers concern you, nerfs are easy enough. I don't think it needs a nerf, but if one is needed, even 10% of current health will get the effect across. As for poke champions, why bother with a 240-second cooldown poke that only really works on healthy champions? It isn't even instant. Ziggs Q deals 2000 damage alone (come late game). There are better Summoner Spells to concern himself with. As for the attack range/movement speed: Caitlyn has almost 5 times the attack range of Warwick as a simple statistic. I don't think it's a crime to expect Warwick to move a little faster. There are turrets and ally champions to create refuge. Also, once again, if it turns out a nerf is in order, even something as small as a 338-385 movement speed difference would be a dramatic improvement. Lastly, I know Mordekaiser is up for an update; I just chose someone at random.
Rioter Comments
Poriemon (NA)
: An amumu OTP here. The damage numbers are insane, but how would you ever pull off a 4 second channel (like a 4 second E dealing 900 magic damage?) To be clear, can he channel more than skill at a time, or move while channeling? If no, you hit your Q, and you won't be able to channel for longer than half a second before the enemy is out of range.
> [{quoted}](name=Poriemon,realm=NA,application-id=A8FQeEA8,discussion-id=lEXoQHye,comment-id=0001,timestamp=2019-02-16T20:07:47.085+0000) > > An amumu OTP here. The damage numbers are insane, but how would you ever pull off a 4 second channel (like a 4 second E dealing 900 magic damage?) To be clear, can he channel more than skill at a time, or move while channeling? If no, you hit your Q, and you won't be able to channel for longer than half a second before the enemy is out of range. Though the channel could be held for 4 seconds, its maximum potential tops out at 2 seconds. Even then, none of the abilities need to channel to go off; it just becomes more powerful. Also, Amumu would be able to freely move, basic attack, and cast abilities while channeling. This would include channeling multiple abilities at a time. Going pure tank, Amumu E would deal a maximum of 900 magic damage. Going with a mix of ability power and tankiness, it would deal a maximum of 1500 magic damage. (900 (+150% ability power) assuming you have 400 ap which is pretty average for a health/ap or armor and mr/ap build) Going pure ability power, it would deal a maximum of 2100 magic damage. (900 (+150% ability power) assuming you have 800 ap which is pretty average for a mage) At late game, and depending on how long he channels, Amumu would deal 300-900 magic damage as a tank, 500-1500 magic damage as a tank/damage hybrid, or 700-2100 magic damage as an off-meta assassin.
JuiceBoxP (EUNE)
: i don't think this concepts of channeling fits amumu. being a vanguard means he is obviously the initiator... ain't no body gonna let him get close when he's channeling... it kind of defeats the surprise Q R W E combo because it will be highly predictable and people would just spread out making his ultimate null. His biggest strength is when you ulti multiple people... channeling just removes the surprise and immediate effect.. I am an amumu main with 160k+ and i'd love a rework on him...
> [{quoted}](name=JuiceBoxP,realm=EUNE,application-id=A8FQeEA8,discussion-id=lEXoQHye,comment-id=0000,timestamp=2019-02-14T22:51:33.809+0000) > > i don't think this concepts of channeling fits amumu. > being a vanguard means he is obviously the initiator... ain't no body gonna let him get close when he's channeling... it kind of defeats the surprise Q R W E combo because it will be highly predictable and people would just spread out making his ultimate null. > > His biggest strength is when you ulti multiple people... channeling just removes the surprise and immediate effect.. > I am an amumu main with 160k+ and i'd love a rework on him... You have a good point about the counter play. I am thinking, however, that it might not be too much of a problem for 5 reasons. I agree that it will be risky, but I think it will work. 1: His Bandage Toss would reach up to 1500 units which is longer than currently. 2: Due to becoming extra resistant to turrets while channeling, it prolongs the distance he can safely cover in order to engage. 3: If he is standing in the middle of a lane, he can already hit the whole width. 4: He can refund large amounts of the cooldown and mana cost by holding his abilities if his Q fails to land. 5: Brush can give him the element of surprise by hiding his channeling. Also, in maps other than Aram, walls give him the same advantage.
Rioter Comments
Terozu (NA)
: Kayle is being revealed like, next patch.
> [{quoted}](name=Terozu,realm=NA,application-id=A8FQeEA8,discussion-id=Jx9UvboE,comment-id=0009,timestamp=2019-02-02T17:39:52.539+0000) > > Kayle is being revealed like, next patch. Granted she is getting revealed soon, but if they are still toying with her ult, this might help. The closest they gave to a release date was "sometime in the first half of this year". The chances of still needing an ult are slim, but there none the less.
: Yeah but spinning? You couldnt think of bathed in holy light or suurrounded by raging fire? Seriously spinning is the best you could come up with? https://www.youtube.com/watch?v=fNRPV0L9BGM
> [{quoted}](name=GrReaper96,realm=NA,application-id=A8FQeEA8,discussion-id=Jx9UvboE,comment-id=000400000000,timestamp=2019-02-01T05:32:20.610+0000) > > Yeah but spinning? You couldnt think of bathed in holy light or suurrounded by raging fire? Seriously spinning is the best you could come up with? > > https://www.youtube.com/watch?v=fNRPV0L9BGM It's a small detail that can be changed by Riot to what they deem best. I simply figured that, first of all, they might already be planning those visuals for abilities that are more thematically tied to those displays, and two, it would give a kind of build-up feel. I suppose the build-up feel can come from a variety of animations, but that's the one that made me think "super-powered stab".
: That version of barrier would be a bit too strong imo, just imagine using it to completely block an executing ult or someone's entire combo. I get that being anti burst is the point, but completely blocking all damage might be too much. Maybe something like 70% reduced damage, including true damage. Or something else, but regardless, basically making Kayle's ult a summoner spell is a bit too strong
> [{quoted}](name=ThisName1sDumb,realm=NA,application-id=A8FQeEA8,discussion-id=Jx9UvboE,comment-id=0006,timestamp=2019-02-01T05:13:25.393+0000) > > That version of barrier would be a bit too strong imo, just imagine using it to completely block an executing ult or someone's entire combo. I get that being anti burst is the point, but completely blocking all damage might be too much. Maybe something like 70% reduced damage, including true damage. Or something else, but regardless, basically making Kayle's ult a summoner spell is a bit too strong Reducing percent block, increasing cooldown, and decreasing duration are all nerfing solutions if the need arises. I do not know for **certain** what changes will need to be made, but in order to illustrate the goals of the concept, I have proposed the most powerful version of the Summoner Spell that won't be utterly broken. The reason I don't think it's too grand to try this version of the spell and nerf from there is that Intervention has a massively shorter cooldown and lasts longer (going up to 2.5 seconds) than my Barrier proposal.
: Wait so she spins while channeling? is she like {{champion:86}} now? Plus her ult sounds like Excalibur from the Fate series
> [{quoted}](name=GrReaper96,realm=NA,application-id=A8FQeEA8,discussion-id=Jx9UvboE,comment-id=0004,timestamp=2019-02-01T03:31:01.961+0000) > > Wait so she spins while channeling? is she like {{champion:86}} now? > > Plus her ult sounds like Excalibur from the Fate series Her spin would not deal any damage. All it would do is visually explain why she is untargetable, like when Fizz jumps up on his trident... And I do not know the Fate series.
: New Viktor Passive [Idea]
I do have a few similar ideas I just thought about. I do not, however, know the best way to regulate it in order to give each ally an equal choice but keep it from getting out of hand. 1: Viktor and all allies would select an additional rune. 2: Viktor and all allies would select a Summoner Spell to enhance. 3: Viktor and all allies would select an ability to enhance. Think about it. Take what you want or leave it. It's just food for thought.
: I think this new {{champion:10}} ult idea would only hinder her. Look at {{champion:498}}, her ult is ranged, untargetable, can move during it, is longer than .5 seconds, and has the potential for cc, but {{champion:10}}: stationary, .5 seconds, one blade in rapid response time, and no cc possibility. I think this would work better if it had a few more adjustments such as a movement, or cc possibility, or even longer invulnerability time, otherwise, it is just like {{item:3157}} but with damage afterward. Now with that being said, I think this has potential and can see it going far with more buffing to it. I just love the Barrier idea especially as a {{champion:23}} main like me. It's hard enough surviving the damage from ranged attacks when I'm not trying to go in. It's even harder to go in and deal any kind of decent damage. Barrier would give me just a little more time to make an impact.
> [{quoted}](name=The1champuallkw,realm=NA,application-id=A8FQeEA8,discussion-id=Jx9UvboE,comment-id=0003,timestamp=2019-02-01T02:39:04.796+0000) > > I think this new {{champion:10}} ult idea would only hinder her. Look at {{champion:498}}, her ult is ranged, untargetable, can move during it, is longer than .5 seconds, and has the potential for cc, but {{champion:10}}: stationary, .5 seconds, one blade in rapid response time, and no cc possibility. I think this would work better if it had a few more adjustments such as a movement, or cc possibility, or even longer invulnerability time, otherwise, it is just like {{item:3157}} but with damage afterward. Now with that being said, I think this has potential and can see it going far with more buffing to it. > > I just love the Barrier idea especially as a {{champion:23}} main like me. It's hard enough surviving the damage from ranged attacks when I'm not trying to go in. It's even harder to go in and deal any kind of decent damage. Barrier would give me just a little more time to make an impact. You actually gave me a wonderful idea of how to enhance player usability and versatility with her ultimate. I will post it now.
: I think the new {{champion:10}} ultimate is a unique idea. Not only does it keep in line with the invincibility theme, but it provides some advantages and drawbacks for gameplay. Particularly, by making her immobile, it allows enemies to reposition. However, the damage she deals upon exiting her ult would provide an incentive for enemies to run or risk dying. That way there's a give and take that would make {{champion:10}} both rewarding to play and not so op that we can't exploit her weaknesses. The only thing I'm concerned with is whether it's entirely appropriate for {{champion:10}} 's character. {{champion:10}} is mainly melee but doesn't hold a candle to the damage output that other champions deal unless she uses her e. If she's spinning in circles like a {{champion:86}} e, how much damage is she really dealing? Also, some individuals choose to build her more as a mage/marksman type dealing damage from afar. If she's immobile during her ultimate, it doesn't really match that playstyle and effectively restricts the roles she can be played in making her less versatile. I believe {{summoner:21}} is in a pretty good place already. I will admit that it does seem a little weak at times, but that's why it can be used more often than the other summoner spells. If a buff needs to be made, I think it should be a small one. Giving {{summoner:21}} {{champion:10}} 's current ultimate (invulnerability for 2 secs) would be too strong. I can just see assassins breaking League by trolling the enemy team without any fear of counterplay. Particularly players with a spell shield would abuse this spell by using the two together. If you can't be cc'd and can't take damage, what's stopping you?
> [{quoted}](name=DoubleOJay,realm=NA,application-id=A8FQeEA8,discussion-id=Jx9UvboE,comment-id=0001,timestamp=2019-01-31T23:44:42.482+0000) > > I think the new {{champion:10}} ultimate is a unique idea. Not only does it keep in line with the invincibility theme, but it provides some advantages and drawbacks for gameplay. Particularly, by making her immobile, it allows enemies to reposition. However, the damage she deals upon exiting her ult would provide an incentive for enemies to run or risk dying. That way there's a give and take that would make {{champion:10}} both rewarding to play and not so op that we can't exploit her weaknesses. The only thing I'm concerned with is whether it's entirely appropriate for {{champion:10}} 's character. {{champion:10}} is mainly melee but doesn't hold a candle to the damage output that other champions deal unless she uses her e. If she's spinning in circles like a {{champion:86}} e, how much damage is she really dealing? Also, some individuals choose to build her more as a mage/marksman type dealing damage from afar. If she's immobile during her ultimate, it doesn't really match that playstyle and effectively restricts the roles she can be played in making her less versatile. > > I believe {{summoner:21}} is in a pretty good place already. I will admit that it does seem a little weak at times, but that's why it can be used more often than the other summoner spells. If a buff needs to be made, I think it should be a small one. Giving {{summoner:21}} {{champion:10}} 's current ultimate (invulnerability for 2 secs) would be too strong. I can just see assassins breaking League by trolling the enemy team without any fear of counterplay. Particularly players with a spell shield would abuse this spell by using the two together. If you can't be cc'd and can't take damage, what's stopping you? So, one of the things RIOT is aiming to do with Kayle is to start her melee, but make her turn into a ranged hyper carry over the course of the game. They will be reworking all her abilities, so her current E will probably disappear. As for her spinning being similar to Garen, I didn't explain myself very well. Her spinning does not do any damage; it's just a way to visually explain why she's untargetable, like when Fizz jumps on his trident. The damage comes after the spin. ---------------- As for Barrier, it currently lasts for 2 seconds, but I think you might have overlooked how I suggest to reduce it to 1.5 seconds. I too was worried about a lack of counterplay if it lasted for 2 seconds. Also, simply buffing the strength would result in balance only in a confrontation against a specific number of enemies. To explain what I mean here, pretend 100 is balanced against 1 enemy. If that is the case and Riot sets it for 100, it's still too weak in a team fight. On the other hand, if Riot sets it for 500, then it's too strong for a one on one fight. The best way around this is to make it a percent damage reduction, and in this case, I suggest a 100% damage reduction (aka invulnerability). I suppose that if a nerf is needed, cooldown, duration, and/or percent strength are all fair game. Lastly, as for assassins abusing this summoner spell, it's true a spell shield would create immense safety, but spell shields are difficult to come by, only block one ability whether or not it has cc, and loses half of its effect due to redundancy.
Rioter Comments
iiGazeii (NA)
: Have you considered that many melee champions have more health and/or more attack damage than ranged champions? Range and movement speed aren't the only factors here. For a lot of melee champions, their attack hurt a lot more as a reward for being able to get that close, and they actually have the HP pool to get that close. There's also mobility to keep in mind. Even though Vel'Koz has the same movement speed as Zac, Zac can easily get himself into melee range or out of a dangerous situation, but Vel'Koz is incredibly immobile. As far as turrets go, they're getting updated in the next patch. More damage, and the first turrets have more health and additional armor/MR that gets stronger the lower they get. Making the turrets later on more powerful would slow down the game considerably and basically force a team with a decisive advantage to also take Baron in order to close it out.
> [{quoted}](name=iiGazeii,realm=NA,application-id=3ErqAdtq,discussion-id=QqwI0oex,comment-id=0001,timestamp=2018-11-17T02:47:50.350+0000) > > As far as turrets go, they're getting updated in the next patch. More damage, and the first turrets have more health and additional armor/MR that gets stronger the lower they get. Making the turrets later on more powerful would slow down the game considerably and basically force a team with a decisive advantage to also take Baron in order to close it out. I don't think the game will slow down all that much because minions take turret damage as percent of their max health rather than the ordinary numbers. While it's true decisive team fights involving a turret may be more hazardous, the minion cover when pushing a turret would remain the same. Also, the turrets already get more powerful as you get closer to the nexus. The health of the outer and inner turrets are the same as they are now. The inhibitor and nexus turrets have a little more than they do now, but all the turrets would have a stable amount of armor and magic resistance (60). Right now, from 55 to 70 by 40 minutes in the game. As a result, by the time an inhibitor turret is usually reached, it already has 65 armor and magic resistance, thus the toughness receives little-to-no change. The toughness changes actually make them overall less vulnerable at the beginning of the game but more vulnerable at the end, finishing the game consistently between 30-45 minutes.
Rioter Comments
: Buff Azir
I actually recently posted ideas to balance Azir. Here is a link: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/16AlsE47-azir-change-suggestions
Rioter Comments
: Academy Adventures 3
Anyone else want to know what the test questions were? I really want to know.
Rioter Comments
: Caitlyn rework on her passive and her w
I once thought about changing Caitlyn and realized Tristana and Caitlyn should switch passives, with other modifications too. The modification to the "new" Caitlyn passive would be that staying still up to 3 seconds increases her basic attack range in a cone in front of her. She loses this bonus range within 1 second after moving. Her base basic attack range would have to be lowered to compensate though.
: New Champion Concept - Versha, The Dark Bastion.
I feel like this champion is more of a peeler than a vanguard, but these ideas are good.
KUKULAND (NA)
: Champion Idea
I like your champion, but I feel the champion may need a more influential role. Perhaps, you could have one ability being the puppet and other abilities revolving around both you and the puppet.
: Champion Concept: Roho- The Man Spirit
To completely enjoy this champion, I am going to need more information. What class is he? What resource does he use? Sounds like either mana or energy, but I do not know which. Is his R and ultimate or does it act more like Nidalee's? Does it have any extra attributes? I would be interested in seeing more.
: [Champion Concept] Colt the Bad Luck Gunslinger
This is a great idea. I do, however, see 2 potential problems. 1: The reload time is a little short for strong strengths and weaknesses to be utilized. 2: The tar might be used better as a lesser form of crowd control such as a snare. Hard crowd control tends to easily get out of control on high-damage champions. I have never thought about making abilities and basic attacks share a resource. This is a really cool concept. More ADCs should really have the build up as the game progresses like what is seen with the critical strikes.
Rioter Comments
: no to everything involving juggernauts, you don't know what defines them, especially the wacky shit where they lose power if you hit them
> [{quoted}](name=Big Lincoln,realm=NA,application-id=A8FQeEA8,discussion-id=pXRkXmck,comment-id=0003,timestamp=2017-07-29T03:30:29.153+0000) Skarner: that movement speed with his shield is already there. I did not change that attribute. Illaoi: currently, the soul times out faster if she gets damaged. I just turned it into crowd control. Darius: I actually did add that very quality, but it does not do as much as I feel you may think. Nasus: same thing. Sion: those target qualities already existed and did not do anything to them. Garen: would force their attention, not dread it.
Arakadia (NA)
: You randomly nerf a bunch of champions like Vladimir without any compensation. Vlad Q has enough counterplay and can be very difficult to use if the enemy watches the 3rd Q bar. A shit ton of the champions you proposed changes to aren't even tanks. And why are you making so many changes for the sake of changes? Bloodrazer doesn't need an active. To be honest a bunch of your ideas are real bad and show you don't know what your doing to that champion. You make games extremely snowbally, removing the variance and strategy elemental dragons provide, and allow the enemy to scale harder by letting them chose the dragon. If I kill one dragon, its much more likely I'll get the next and it will help me snowball cause I picked the dragon that helps my team. Your Kled changes are extremely awkward, unfun, and totally remove his identity. Its clear you don't play Kled. And then you buff Udyr's alreay cancer stun. > ⦁ R-Ability, Thunder Claws: Make this deal 50/75/100 magic damage up to 5 nearby enemies in a chain with each basic attack. If he is above 30% health, it deals 150% damage. If he is above 60% health, it deals 200% damage. If he is above 90% health, it deals 400% damage. ⦁ Explanation: This change gives him more damage with his R the higher health he is. You have a bunch of explanations for what it does by not WHY. WHY ARE YOU GIVING VOLIBEAR MORE DAMAGE THE HIGHER HIS HEALTH IS? There is no reasoning to it. And then you make a really fucking massive rework without a goal. You chose mages, bruisers, juggernauts of all kinds, fighters, skirmishers, assassins, and tanks. You'd disrupt the balance so much cause your changing so much at once. This isn't a tank update, it's got some focus on a tank but it's got a crap ton of change for the sake of change.
> [{quoted}](name=Arakadia,realm=NA,application-id=A8FQeEA8,discussion-id=pXRkXmck,comment-id=0001,timestamp=2017-07-28T08:36:20.896+0000) ALL these champions are listed as a tank. If you went to the League of Legends site, they would ALL be listed as a tank, either primary or secondary. When it comes to Bloodrazor, it currently falls under the "just erase tanks". Think about it, with that item, you can simply hit tanks and kill them fast. As for Kled, I have played him. In fact, because I was curious, I went on Practice Tool with no runes or masteries. I leveled him up to level 18 without buying anything and he had, with Skaarl and Kled together, 3000 health. That's about how much tanks typically get full build. I then bought my items and placed a dummy on the enemy summoner platform (the middle- where champions recall to). I teleported near it and ulted. I got my W off and ran off the platform. I dealt 5000 damage in 2 seconds and got off alive. Champions such as Vladimir, I feel are a little overpowered. His Q can almost never be played against. Sure, at low levels, his Q has a long cooldown and enemies can stay away for his empowered cast, but he could also heal on a minion. Sure he won't deal the damage to you, but he just healed from whatever damage was just traded before. It's even a far-ranged target ability. He also has power to keep enemies from exploiting the weakness that opens up- his W. Dragons are there to get stronger. As for snowball, how is it more of a snowball than currently? Sure you can choose which you want and that's obviously stronger than getting something you don't want, but what about those times the team gets all the wanted buffs because of luck, or all the unuseful (for your champion) one because of... luck? The dragons right now is comparable to randomly selecting a starting item. If it was that way, Zed might start with a Doran's Ring without any fault of his own. Volibear, just like all the others I just gave update ideas for, needed a reason for him to get targeted. He also already has a powerful heal if the need arises. It just makes enemies want to target him a little more. I understand you don't like my ideas, and I get it, but I do not deserve to put up with your rudeness. I wasn't saying anything rude. I merely wanted my ideas heard.
: This really is huge, but it is awesome! I like almost all of your ideas. They are pretty big though, and I would personally prefer (if they do these changes) if they did one or two of the champions at a time, rather than 10 of them in a single moment.
> [{quoted}](name=UltraInventor,realm=NA,application-id=A8FQeEA8,discussion-id=pXRkXmck,comment-id=0000,timestamp=2017-07-28T05:11:14.552+0000) > Yeah, I would have to agree with you there. Giant class updates always have a sharp learning curve. Slowing its transition would reduce complications both on the player's side and the programmer's.
: The REAL ways to balance League
I loves these ideas, however, non-support items that give gold without a cap, may be unwise. Everyone would buy it to get full build faster. (Cull has a cap so I'm good with it.) Another thing, when it comes to beginning game items, such as Doran's Blade for example, it would be really nice to have aggressive and passive items. My favorite aspect of your ideas would have to be the items, though I feel the turrets would be immensely important too.
Rioter Comments
: Tahraun - The Frozen Watcher Prince
I have lowered Experience of a Watcher's items from 2 to 1. I have given Watcher's Gaze a 2 second delay. I have clarified some attributes of Frozen Eye and Arctic Wind. Namely, I have explained that Frozen Eyes last 6 seconds and that Arctic Wind is not an ultimate ability.
: Your formatting is disgusting >Resource: Energy (100) I already have a problem, to make it clearer... >25, 2 charges. 25, 2 charges. 25, 2 charges. 25, 2 charges. Literally all your abilities cost 25 energy and store 2 charges! That's ANOTHER problem. But ignoring that problem for the first one: You can't make the most of your kit because it asks you to use E twice then R and Q; which is 100 Energy-- then using Q again. But ideally, you'd have used W before that! >The Experience of a Watcher >Tahraun starts with 2 consumable items at the begining of game. Each of these have the ability to level his target up. Broken beyond belief. This is never going to be balancable as an ability-- You could make your midlaner start with all their abilities while your opponent only has one. Or your ADC. Or your top laner. These *completely ruin* how the matchup should play out, you know? >Q: Icy Breath >Upon activating Icy Breath, Tahraun releases a beam-like breath of wind in a target direction for 3 seconds, dealing damage over the course of this time. While he is casting this ability, he can freely move. Activating Icy Breath causes all Frozen Eyes to cast it as well. This holds 2 charges. Uses 25 energy. How do you influence direction for the Frozen Eyes? Does the direction change as Tahraun turns (Rumble) or does he start strafing (Lucian)? >W: Watcher's Gaze >Upon activating Watcher's Gaze on any ally champion, including himself, Tahraun increases their attack damage or ability power according to their primary damage type for 3 seconds. If this ability gives ability power, it grants twice the amount. This holds 2 charges. Uses 25 energy. lol what I like this but i hate this at the same time, on one hand it's rather focused while also being somewhat general But it is most appropriate due to duration and effect to buff burst characters with high scalings, which reinforces a zero-reaction-time sort of game which is never particularly enjoyable >E: Frozen Eye >Upon activating Frozen Eye, Tahraun places a frozen eye in a targeted spot, dealing damage to all enemies in the area. This frozen eye moves along with Tahraun and casts Icy Breath and Arctic Wind with him. This holds 2 charges. Uses 25 energy. If it moves along with him, then it's not going to be very effective at controlling space-- unless it doesn't leash to him for a bit? Also *how long does it last* is insanely important *How many can he have out* is insanely important >R: Arctic Wind >Upon activating Arctic Wind, Tahraun damages all enemies in a moderate range of him and pushes them to the outskirts. Frozen eyes does the same with two exceptions: first, it does not push them away, and second, it deals the damage in a much smaller radius. This holds 2 charges. Uses 25 energy. So.. PBAoE push everybody away just like Janna ult, except deals damage instead of being channeled for healing And it AoEs around each Eye, cool. This is nice and functional for peeling enemies away from your team or flash plucking enemies into yours. It's cool on Janna and it's cool here. But it has two charges? It's an energy champion's ult with a cost? Those seem weird to me. Getting back to what I said at the very start of "2 charges 25 energy"-- ***Why does every single ability have two charges***? Abilities with charges are supposed to be *exceptions*, not *ordinary*. Abilities with recasts, similarly. There's not enough here for me to properly evaluate besides the passive, not even lore-wise, which makes it further disgusting the rather upvote-bot-like behavior this post has seen. :|
The first thing I want to explain is the uniform 2 charge limit and 25 energy cost. I have designed this champion with the ability to favor an ability over another in a skirmish or fight. The way Tahraun carries the combination he wants out and how the enemy counter-plays this can have very large effects on how the fight goes. With this in mind, Tahraun's 2 charge limits might get out of hand and turn him into an assassin. Putting him on mana or just about any other resource does not fix this problem, so I put him on energy. Because of this, he can strategically plan what combination he will use rather than dumping everything. Secondly, what format would you suggest? I can't make it any better without knowing WHY you don't like it. For the passive, Experience of a Watcher, you may have a point with having two. I may need to set it up as one. Other than that, I see no problem. As for the Q-Ability, Icy Breath, it is more like Lucian's R. The way the direction is chosen for his Frozen Eyes is similar to Zed's shadow. Icy Breath fires towards the cursor from all those who can emanate the effect. As for the W-Ability, Watcher's Gaze, you do have an interesting point. I may want a delay and visual for counter-play. This would be cool. There can only be 2 Frozen Eyes at once. I do see how I seem to have left out their duration. They last for 6 seconds. As for the space-control, since the Frozen Eyes can use Arctic Wind and Icy Breath, it provides a dangerous spot for enemies to be. This danger becomes all the more evident if the enemy comes between Tahraun and his eye and he uses Icy Breath. Like Zed, enemies can be damaged by both attacks. Arctic Wind is another I have not explained well enough. It is not an ultimate ability, instead he's like Udyr. If it were, I would have been opposed to giving it an energy cost. Also, what I mean by "moderate" range for this ability is about 350 units. To give you an idea of the distance, melee champions like Warwick have a 125 unit basic attack range, however some like Darius have a 175 unit basic attack range. By all my examination, turrets have a 700 unit range and champion sight is 1000 units in radius.
Rioter Comments
: Vendro - The Bronze Monster
I have changed his passive to not weaken him as much. I have better explained the relationship between his W and E abilities. I have nerfed the simple uses of his E ability.
: Following off this > The passive may feel unfun to use, as you can be tanky AF but much less tanky if you and your team are under a tower. A real good balancing feature is to provide the bonus to teammates always, but the champ will then actually lose the 10% per champ for each ability he has on cooldown. I notice this is elegant design with his current e ability, as it seems like a instant switch between forms. But maybe a 5 second static cooldown could be imposed on the E skill.
I like those ideas. That would make him restrained to peeling when he wants to peel and keep his E in check.
: Passive - It's fine, but he may become squishy. Q - Seems okay. W - No. An 8 second shield? That will also have the power to root, blind, or silence someone? Just no. E - Hmm, you see. This is bad. By that, I mean broken. You can snare someone with an aa? Twice? That is just unfun. R - This sounds too much like Galio and Ryze. The shield and damage is Galio, and the all ally unit part is Ryze. I have seen some really far out there ideas, but this one takes the cake. This needs some make re-doing. As for now, I have to -1.
The crowd control from the shield can be negated by not being close to Vendro or by getting rid of the shield. Afterall, I did say it was small. You do have a good point about the problem with his E-ability. I will work on it. I can see its similarity to Ryze ult, but not to Galio. However, the differences between Ryze ult and Vendro ult is one: damages and shields, two: does not go very far, and three: short delay.
: Thought this would be a shitpost about bronze players, was pleasantly surprised. But some criticism: * The passive may feel unfun to use, as you can be tanky AF but much less tanky if you and your team are under a tower. * Void Magic is an interesting mechanic, but it should go through some larger changes, maybe toggle between a slow and a resistance shred? * The ultimate looks just like Zac's ultimate. Perhaps make it a dash with several charges, and it can knock up opponents once every X seconds.
I can see the tankiness problem, but I would like to point out that due to the recent tank update, tanks often get over 300 armor and magic resistance each. With this in mind, if you were under tower and with your whole team, you would have at least 120 left for yourself and have given each ally and your turret at least 30. Players typically don't target the tank even if they are currently squishy unless they have high damage. Why focus the enemy with 3000 health and 120 armor and magic resistance when they deal low damage rather than the enemy with 1500 health and 60 armor and magic resistance and who deals high damage? I understand the similarity to Zac ult, but there are important differences. First of all, it brings ALL nearby units. Second of all, it shields allies. Third of all, instead of getting more powerful, you get more charges.
: Simple Combo that makes him broken. For it, you require a lvl 2 ultimate. You go root on e. Then, ult on the enemy adc. Then, change to blind. You then ult into your team to bring them with you. You bring an adc that has been blinded to deal no damage into your team with little-no skill at all.
I can see that problem, but something to keep in mind is that if the ADC is with his or her team, they are brought with. Say Ashe and Braum are with each other. You jump in with your snare. Braum and Ashe have 1 second to react to your engage where they can stun you. If you can keep up with them, then you bring them both to your team, but not incredibly far. To actually take just the two of them, this means they were also out of position, way in front of their allies. If they were in position, the whole team would have been kidnapped.
: You have some really interesting and creative ideas here. I feel some of them are pretty hugely imbalanced, but you're thinking outside the box is rather cool ways. I may give you a breakdown of my thoughts later, but one thing that comes to mind is that many of these just seem like expansion on the Summoner Spell system, given their long cooldowns. I think Masteries, as I envision them, should be more frequently usable -- if we're getting stronger, more defining Masteries I'd like them to be something that weaves into my normal gameplay instead of something on a 150+ second cooldown.
Yeah... you're right. Maybe these changes would be more appealing. I have lowered cooldowns and made them a little more balanced. I have also completely reworked some rather poor ideas. Please let me know if this is any better.
Rioter Comments
Rioter Comments
Rioter Comments
: Mordekaiser - The ~~Glass~~ Iron Revenant
I do think I may have misstated the problem. By himself, he is underpowered. However, once he gets his first ghost, he is unstoppable. Because of this, he is underpowered unless his team carries him. If his team secures him a ghost, no one can stop him.
Rioter Comments
: Aridien The Banished Demon
Be sure to look at http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/nMV9GoPQ-percival-deadeye-the-western-gun
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I Feast Tonight

Level 112 (NA)
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