A Variety of Changes I'd Like to See
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.
Lux
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
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Morgana
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
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Diana
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
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Cho’Gath:
Silence hitbox always feels wonky
W: aoe like Braum’s ult, with a directional focus
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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
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Kled:
R being uninterruptible feels bad from a supports perspective, especially considering he has another dash
R: Make it interruptible
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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.
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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
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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.
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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
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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.
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Wukong:
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
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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.
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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.