Lucian needs a rework.
Attention ladies and genlemen, I come to you today bringing my opinion on a problem that needs to be addressed... Lucian. When Lucian was first released onto the rift, he was way too strong. He had no meaningful disadvantages, and he replaced almost every non hypercarry, such as Graves/ Ezreal/ MF/ Corki. Then in patch 4.12 he was reworked, since then this problem has gotten worse. Lucian is now the premiere early game ADC, with only a hyper carry or two as a real alternative, this can be most painfully seen in this years series of worlds games where the only two ADC's that were picked on a frequent basis were Lucian and the hyper carry Tristana. Lucian was closer to being balanced before patch 4.12. We need to consider a rework that incorporates the best of both sides to Lucian, having good auto range trading potential from his pre rework and having the increased mobility found in his post rework stage. Now, from both sides of this broken coin I have isolated the main areas that are hard to balance that give Lucian too much strength: the range on Lucian's Piercing Light, the exact nature of how to balance his Relentless pursuit, and the Range on the Culling. Detailed below are my ideas for a Lucian rework, all of which come from existing champion abilities that have been in the game for some time, so there is precidence for what I am proposing. I got inspiration for Lucian's new kit from Akali, Rengar, and Chogath. This is what I am proposing, I hope that some Riot employee at least takes this into consideration.
Lucian 3.0
Passive: Lightslinger After using an ability Lucian’s next auto attack within 5 seconds will deal bonus magic equal to 13% of his attack damage
Piercing Light: Range= 400 Cost= 50, 55, 60, 65, 70 Cooldown= 9,8,7,6,5 After a 0.35 second delay, Lucian fires a laser in the direction of the target enemy, dealing damage to all enemies in the trajectory: the laser can not extend more than 500 meters from where the intend target was struck. Damage ratios are kept as those on the live patch
Ardent Blaze: No change from the live version
Relentless pursuit: Range: 425 units Cost: One “Light Swarm”, can store up to 2 of them at rank 1. A “Light Swarm” will be generated every 30 seconds. Lucian dashes a short distance. This ability takes 50% reduced CDR from items, runes, and masteries. Getting a kill or assist grants 1 stack of “ Light Purging” up to a cap of 20 stacks. Upon death you loose 4 stacks. 2 Stacks: A stack of “Light Purging” will now take 25 seconds to generate. 4 Stacks: You may now hold up to three charges of “Light Purging” 8 Stacks: You are granted at 20 Percent Speed boost that decays over 1 second after using Relentless Pursuit 10 Stacks: Upon using a charge of “Light Swarm” you activate a slow remover 12 Stacks: Upon getting an assist the time it takes for another charge of “Light Swarm” is reduced by 50% 18: The range of Relentless pursuit is increased to 470 units 20 Stacks: Upon getting a kill a charge of “Light Swarm” is automatically replenished.
The Culling Range= 1100 Cost: 100 mana Cooldown: 100, 75, 50 Lucian starts firing in the target direction for 3 seconds, each dealing physical damage to the first enemy it hits. The number of shots scales with attack speed. The culling deals quadruple damage to minions, but not monsters. Piercing light and ardent blaze can not be used during this time, but relentless pursuit can. Lucian ignores unit collision during this time. The culling can be reactivated to end its effect early and can be interrupted by crowd control that inhibit basic attacks Damage ratios are those that are found on the live patch
New Base Stats Auto attack range: 525 or 550