An idea for balancing enchanter gameplay

Shadow Hazard··2 votes·190 views

Riot is looking to nerf the %bonus heal/shield power off of all the forbidden idol items to look into touching up enchanters, but as it is riot now the only one that falls into the enchanter group that could be healthily pushed down is taric. But if enchanters get pushed down any further as a whole then the only support options will be tanks and carry mage supports. It simply isn't fair that an entire champ type is going to be losing what riot has funneled all of their power budget into for, what is objectively no good reason. Sona is looking like the poster child of supports right now for what happens when all the parts the power got funneled into gets gutted (the word is appropriate for what happened with her)

What riot should look into doing in my opinion, is to readjust the spread of power in enchanter kits to allow them to have some more choice into whether they will be focusing more of their gold into their offensive capability or into their defensive capability.

How i was roughly thinking of that is toning down the numbers on all the heal/shield skills of enchanters while proportionately increasing the numbers on all their offensive skills. At the same time increase the passive value on all the forbidden idol items.

The general idea I'm thinking of is that enchanters can choose to itemize similar to carry mage supports or into the standard utility items depending on the playstyle they want. This way they are less volatile in suffering as a class if their power budgets outside of their kits like runes or items are the factor that is out of line for being too strong or too weak (kinda like many bruisers).

3 Comments

Death by Glamour1 votes

One way would be to increas ethe price of the items they buy, but lets be honest enchanters are no qhere near as dominant as they were.

Athenes Lulu1 votes

Except we are already pushed out of lane since we don't do much in lane.

Okay, you know what, we need sone form of real lane presence again. At least ways to combat tanks and mages because they get so much more free damage off from keystones, added with the range they already have been having.

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