A Variety of Changes I'd Like to See

AHarmlessTaco··1 votes·367 views

In my boredom, I thought about a list of champions that I would like to see slight changes to that could improve their overall kit synergy or reduce frustration. More brainstorming than anything.

LuxLux Less frustration from Q smashfacekeyboard pentakill. Instead, a little more passive interaction and more clarity overall.

Passive: Proc’s grant bonus attack speed for 1 auto attack Q range: 1175 --> 1000 E: A falling animation to differentiate it from Q (Star Guardian Lux especially) E: Multiple pulses of damage over ~2 seconds, starting with second cast or at the end of duration R: A clear hitbox indicator rather than a small line, like Xerath’s Q . . . MorganaMorgana Mostly just the Q. It can feel really unfair at times.

Q: Slimmer hitbox / visual clarification Q duration: decreased overall, but live values hitting a target on tormented soil . . . DianaDiana Less assassin, more bruiser

Passive, Q and R: Damage down W: partial CD refunds on autoattacks against champions and large monsters W: scaling with bonus health . . . Cho’Gath:Chogath Silence hitbox always feels wonky

W: aoe like Braum’s ult, with a directional focus . . . Galio:Galio More kit synergy, can actually be a support now

Passive: deal bonus magic damage on hit and gain bonus ability power based on MR Q: the Jayce Effect passing through ~3/4 of Righteous Gust trail, emphasis on a better slow W: heals the target and himself, 1.5x effect if W’ing himself (instead of 2x) E: increased, but decaying movement speed bonus R: Reduced damage, possibly get rid of the bonus from being hit by autoattacks . . . Kled:Kled R being uninterruptible feels bad from a supports perspective, especially considering he has another dash

R: Make it interruptible . . . Kalista:Kalista Kalista loses pretty much all interactions with dive supports like Leona because the tether is too short. I think this would be a good step towards making her partner feel more loved.

R: Make the tether longer or increase with ranks. . . . Veigar:Veigar Less instant delete, more reaction time for enemies

R: Nami bubble effect to the target (purple lifting orb of doom), leading up to an implosion . . . Vi:Vi Identity: punch things. Reality: ult bot then do nothing.

E: Get rid of the AP ratio, add an HP ratio instead R Range: 800 --> 600 R: Grant bonus Armor, MR and tenacity. . . . Leona:Leona Swap the odd AP scaling for real ratios, give her more in combat value with a less reliable dash. Personally, I don't understand the beam sword of leaping.

Q: Cut the AP scaling, add an AD and HP scaling, change damage to physical W: Drop the initial damage, make it pulse a second time after 6 seconds for double the effect. E: Cut the AP scaling, make it a double cast spell. First cast: a large decaying movement speed bonus with cc immunity Second cast: a single target dash like Vi’s Q, without the charge time, that can be body blocked R: Bonus damage scaling with health instead of AP . . . Garen:Garen The Villain system is kind of counter-intuitive. R pretty much always seems unfair with no counterplay.

R: Get rid of the Villain system based on cumulative kills. Make it so that enemy champions that have dealt a large amount of damage to allied champions within the past 10 seconds or so (or kill an ally) become marked. R: Same animation, but Jarvan-flag like. Some form of counterplay. . . . Wukong:MonkeyKing More synergy with health, especially titanic hydra.

Q: Two casts. First a longer ranged armor break, the second a short ranged smash. Both auto attacks, but allows more reset and a QEQ. W: change it to physical damage and scale it with HP . . . Lulu Lulu A neat change-up from a point and click damage ability, to one that scales with attack speed lulu and offers counter play.

E: No longer deals damage on cast. Pix now chases and independently attacks the target enemy, attacking with 100% of Lulu’s attack speed and dealing damage based on Lulu’s passive. . . . Varus Varus A few changes to make Varus stand out more as an ADC.

Passive: Bonus attack speed if an allied champion is killed W: Critical strikes add an additional stack. E: Grounds enemies that stand in the area.

5 Comments

zacktootall1 votes

ok vi Vi the E change is the only thing that i can slightly get behind.

and kled Kled what the heck you doing trying to take a champ with so little cc into the support lane

AHarmlessTaco2 votes

{quoted}

ok vi Vi the E change is the only thing that i can slightly get behind.

and kled Kled what the heck you doing trying to take a champ with so little cc into the support lane

Wat. I don't play Kled support. I meant that it sucks when your job is to peel for the ADC and the only way you can do it is by face checking his ult. As Janna or other squishy champions you should be able to Q or R him the same way you can other champions. Sion's ult is both hard to control and he has no other dash, so it makes sense for it to be immune to CC. Kled's ult does not need to be immune because he has another dash.

Heh, I almost wanna try Kled support now though. :D

zacktootall1 votes

oh ok now i understand what you are saying.

do it at your own peril you have been warned lol

Trolljimu1 votes

{quoted}

In my boredom, I thought about a list of champions that I would like to see slight changes to that could improve their overall kit synergy or reduce frustration. More brainstorming than anything.

LuxLux Less frustration from Q smashfacekeyboard pentakill. Instead, a little more passive interaction and more clarity overall.

Passive: Proc’s grant bonus attack speed for 1 auto attack Q range: 1175 --> 1000 E: A falling animation to differentiate it from Q (Star Guardian Lux especially) E: Multiple pulses of damage over ~2 seconds, starting with second cast or at the end of duration R: A clear hitbox indicator rather than a small line, like Xerath’s Q . . . MorganaMorgana Mostly just the Q. It can feel really unfair at times.

Q: Slimmer hitbox / visual clarification Q duration: decreased overall, but live values hitting a target on tormented soil . . . DianaDiana Less assassin, more bruiser

Passive, Q and R: Damage down W: partial CD refunds on autoattacks against champions and large monsters W: scaling with bonus health . . . Cho’Gath:Chogath Silence hitbox always feels wonky

W: aoe like Braum’s ult, with a directional focus . . . Galio:Galio More kit synergy, can actually be a support now

Passive: deal bonus magic damage on hit and gain bonus ability power based on MR Q: the Jayce Effect passing through ~3/4 of Righteous Gust trail, emphasis on a better slow W: heals the target and himself, 1.5x effect if W’ing himself (instead of 2x) E: increased, but decaying movement speed bonus R: Reduced damage, possibly get rid of the bonus from being hit by autoattacks . . . Kled:Kled R being uninterruptible feels bad from a supports perspective, especially considering he has another dash

R: Make it interruptible . . . Kalista:Kalista Kalista loses pretty much all interactions with dive supports like Leona because the tether is too short. I think this would be a good step towards making her partner feel more loved.

R: Make the tether longer or increase with ranks. . . . Veigar:Veigar Less instant delete, more reaction time for enemies

R: Nami bubble effect to the target (purple lifting orb of doom), leading up to an implosion . . . Vi:Vi Identity: punch things. Reality: ult bot then do nothing.

E: Get rid of the AP ratio, add an HP ratio instead R Range: 800 --> 600 R: Grant bonus Armor, MR and tenacity. . . . Leona:Leona Swap the useless AP scaling for real ratios, give her more in combat value with a less reliable dash. Personally, I don't understand the beam sword of leaping.

Q: Cut the AP scaling, add an AD and HP scaling, change damage to physical W: Drop the initial damage, make it pulse a second time after 6 seconds for double the effect. E: Cut the AP scaling, make it a double cast spell. First cast: a large decaying movement speed bonus with cc immunity Second cast: a single target dash like Vi’s Q, without the charge time, that can be body blocked R: Bonus damage scaling with health instead of AP . . . Garen:Garen The Villain system is kind of counter-intuitive. R pretty much always seems unfair with no counterplay.

R: Get rid of the Villain system based on cumulative kills. Make it so that enemy champions that have dealt a large amount of damage to allied champions within the past 10 seconds or so (or kill an ally) become marked. R: Same animation, but Jarvan-flag like. Some form of counterplay. . . . Wukong:MonkeyKing More synergy with health, especially titanic hydra.

Q: Two casts. First a longer ranged armor break, the second a short ranged smash. Both auto attacks, but allows more reset and a QEQ. W: change it to physical damage and scale it with HP

tl;dr just downvoted a fter you suggest nerfing lux's weak ass q that barely lets her try for picks in high elo

people are ready to flash initiate dive you from snareing @ 1175 but @ 1100? LOllllllllllllllllllllllllllllll would be lucky to land 1 snare t ostart a tf without dying

AHarmlessTaco1 votes

I mean, that's reasonable. You don't have to be a dick about it though. I personally just think it is a frustrating ability and I would rather see it have a slightly faster missile speed than so much range. On top of that, it could almost be cool to give her stealth like in her original concept development. I think that could tie her kit together pretty well with more auto-reliance and less artillery-ness. Like I said though, just brainstorming.

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