Time to start makes changes for few champions

MadScientistSid·6/26/2019, 8:12:58 AM·1 votes·1,920 views

Tham Kench : make him unnable to eat (w) a target if the target doesn't have the 3 stacks AND suffer from a hard CC. (Slow isn't a hard CC)

It will increase skill cap and synergies, solo lane tham will have to keep his Q to stun you so he can eat you, duo lane could work on having a champion that can make it easier to CC

Give him back the nerf you did that changed nothing, and he'll be more balanced and fun to play against.

Karma : Make iceborn gauntlet restricted to MELEE champions, and give a fair buff to that item so bruisers could actually use it. Also make kleptomancy having only 1 procs for ranged and 2 for melee.

Give Ezreal a small buff because it will nerf him

Vladimir : make the pool duration lower at lower ranks, he doesn't diserve to have so much safety for a late game champion, look at kayle, this is how you make a late game champ weak in early game, vlad having no mana cost, base sustain, and that pool (seems like it also help to dodge nerfs)

You can also make protobelt more expensive.

Nautilus : Make his Q having a longer CD at early ranks, and make his ult stop at the first target on the first level. those changes won't impact late game and jungle nautilus, and make the ADC facing the nautilus beeing able to breath in laning phase) Nautilus is a real problem as a botlane support, his grab goes waay to far and hitting it on the adc gives almost 100% a kill if his summoners aren't in cooldown, nautilus kit was also adjusted as a jungler, making it having enough damage to kill the grabbed target alone while beeing full tank (but it's even worse since he has an ADC next to him)

Leona : Leona kit is very similar to nautilus, but for some reason, nautilus kit completly destroy leona if you compare them. So either buff one or nerf the other. Leona diserve to have HP ratio or even AD ratio on her spells, please, stop trying to make people play AP leona, it has never worked, and will never ever work, I'd really wish to be able to play leona as a bruiser or a tank like how we are currently seeing them (thoses tanks that one combo ADC/mages all alone at 10mins without taking any damages)

Fact : Leona adaptive damages goes in AD because her combo profit more beeing AD than AP

Sivir : nerf her Q damage, it's been 5 patchs now she is top 1 ADC with jinx time to react.

Lux : Well, nerf afterchock on ranged champion and makes it so her Q root duration is less longer in early game (do you believe it's 2 seconds at level 1 ?)

Thats it

10 Comments

HEAljvLykd6/26/2019, 8:17:39 AM1 votes

i think riot should delete every champ u listed and then delete every champ i've lost to and we should be good

Posui Gart6/26/2019, 8:57:52 AM1 votes

Remove kleptomancy. Tahm: Just make his Q dodgeable in melee range without flash and he will be fine. Vlad: Make vlad's spells dodgeable. At least his Q. Naut is fine, his ADC dealing 400+ dmg in 3 attacks at lvl3 because of PtA is not. Leona is fine too, her E passing through targets is what differentiates her from naut. Oh, and her ult is way faster. Sivir was nerfed just now, along with her core item Aftershock may be busted, but it is a damage tradeoff at least. Maybe something like "gives 50% resist at first, if shockwave hts a champion, it is doubled and refreshed" would work. Lux is fine. If something, nerf her self-shield, but i don't think she needs nerfs now

The Kombinator6/26/2019, 11:29:15 AM1 votes

The difference between Leona, and Nautilus is the way their survival works. Nautilus currently got much better. The reason is the general tank nerf which made the magic resist, and armor pretty much worthless above a quite small value, and health less effective. It doesn't matter anymore if you got 130 armor, or 330. Same thing with Rammus. His survival is one of the lowest among the tanks, because it works with stacking armor+magic res.

Leona jump through minions means, that she can engagee at pretty much any time. Naut's stop on minions means, that a single minion is enough to use as "shield" against his engage. So for that Leona is better at engaging, but Nautilus got better survival, and damage on it's own. Leona's damage is nearly the same, but ONLY if ALL 3 passive abused. If a single one of them fails due stacking, then Nautilus deals more damage.

Lux's problem is the low cost on Q. Landing her Q is easy kill with many champ, and the cost is so low, that she can try it non-stop. Same goes for Morgana, Tresh hook, Blitz hook, Naut hook, Leona jump, and several other. You miss 10 times? Who cares you can try it 30 times more before out of mana. What i would do with these.

  1. Rework the armor, and magic resistance so stacking them might worth it. Like make it linear from 0 to 400. At 400 it would be capped at 90% damage reduction, and below that it goes linearly. This would make armor, and magic resistance stackers much more survival, and those who don't much easier to kill. No more unkillable Aatrox with 100 armor.

  2. Rooting effect should go up with rank. Morgana Q start on 1 second, and with ranks goes up to 3. Lux Q similar. Zyra root too. Instead of full time on rank1 making it OP as hell in early, and cheap as fuck for later usage. It's one hell of a pressure, that enemy uses it non-stop, and if it hits only once you are DEAD.

  3. Any hook, and charge, that can be combined with quick CC, and easy kill should have large mana cost. You shouldn't get the luxury of 30 tries before out of mana. Make it 5.

  4. Midlaners should remain midlaners. Give them less base stat, and better ratios. Xerath, and Vel'Koz can DESTROY enemy botlane, and gives HUGE pressure with their non-stop poking. Pretty much dodge all the time, and if you fail a few, then you are good as dead. On my 3. play with Xerath i got S- rank, and DESTROYED enemy botlane. You dodged 30 times? Who cares my passive let me use it INFINITE more times.

4.1 Or make enchanters easier to defend their carry, and themselves from poke. Give Janna, and Lulu refound on their shield while it absorbs. Janna shield also should have less cooldown so no time when enemy can poke, but Janna can't shield. Healer's should not pay 3 times the mana cost of the same damage. Soraka should have her Q heal at least similar to these poker champs' damage, and match their range. Maybe give her bigger mana cost as a compensation. Right now going for Soraka Q is risky as hell against most of these as their CC combo can melt Soraka real fast, if it hits only once.