Divers
Here I am just posting some thoughts on one of my favorite classes, Divers/Fighters. Just spit-balling some ideas and putting them out there:
Jax: W Rework => I feel like Jax is meant to be the strongest man alive, and should just smack people around.
W - I would rework the W, so it now it would deal some AOE damage and has a short knock back, that maybe could stun if you knock them into a wall.
Pantheon: Full Rework=>
Passive - Passively gains a shield that blocks completely the next ability or basic attack he receives, gained after being combat for at least 1.5 seconds, gains again every 4 attack pantheon receives until it is proc'd or he out of combat for 6 seconds.
Q - I would increase the CD, mana cost, and make it a skillshot. Then maybe make it so stick in the target and slow them like Urgot ult, where your next attack on that champion rips the spear out and does more damage as well as heavily reducing the CD. Now only does 50% increased damage when enemy is below 15% health.
W - This ability make Pantheon raises his shield and dashes forward, gaining 30 / 32.5 / 35 / 37.5 / 40% damage reduction form all damage hitting him for the direction his shield is facing, stunning the first enemy champion hit for 1 second. He is Unstoppable during the dash. This dash cannot go over walls, and knocks aside enemy minion or monsters.
E - An autoattack reset that makes his next 3 attacks have 175 range, and is a guaranteed crit, with the damage modified to 140 / 155 / 170 / 185 / 200%. Pantheon also gains 40 / 55 / 70 / 85 / 100% bonus attack speed for those 3 attacks as well. These attacks pierce the target also, dealing damage a short range behind the target. Long cooldown, lowered by attacking.
R - I would keep the R basically the same.
Nocturne: P, Q, E =>
Passive - now has a flat 15 / 25 / 35 / 45 / 55 (+120% AD) damage, as well as the heal being a flat 15 / 25 / 35 / 45 / 55 (+15% AD). (at levels 1 / 4 / 7 / 10 / 13)
Q - No longer provides AD while on the path, but instead grants the same attack speed as his W currently does passively, doubled when Nocturne is on the Dusk Trail. Enemy champions are also now slowed for 15 / 20 / 25 / 30 / 35%, decaying over 5 seconds.
W - Now can be used to shift through small walls or user created terrain, and if it is used this way, the shield is consumed when shifting through a wall. if Nocturne dodges an ability or shift through a wall, 50% of its cooldown is refunded.
Garen: W, E, and R => All of these changes would make his W even more skill expressive and help good Garen players feel good about split-pushing or looking for those flanks when team-fighting.
W - I would just make Garen unstoppable for the first 0.75 seconds on the W cast. I would also increase the cap on the resistances gained when farming from 120 to 240 cs, or maybe make the damage reduction scale with cs in someway.
E - Next I would remove the damage increase on a single target and just make the E crit if hitting a single target instead, then maybe also making the armor shred not apply until 5 ticks or only if you are hitting multiple enemies it shreds 5% per tick (up to the cap of 25% armor reduction). NOTE: The above change is probably be a over buff, and is most likely not necessary.
R - Last note would be to clean up the numbers on his ult and make it a flat 30 / 35 / 40% missing health execute scaling with the base damage to make it cleared for new players.
Olaf: P, Q, W => I would simply make Olaf a manaless champion, and instead reinforce the trade offs of using his abilities liberally.
Q - I would maybe heavily increase the Q cooldown, but also make it reset if picked up again.
Passive - I would incorporate his current W into the passive, now grants 2% bonus AS per 1% missing health and 1% increased Healing per 2% missing health.
W - I would add a completely new ability for his W, where Olaf would let out a shout like Tryndamere W. I would remove the bonus movement speed from the ult and put it here, so on activation Olaf gains that bonus movement speed for 1 second toward enemy champions and his auto attacks to deal 2% of the target max health as bonus physical damage and healing for the same amount for 6 seconds.
Diana: I already made a post about this, but I think a straight rework would be the best course of action to help her be more unique in terms of identity when her numbers are broken: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/mNNrijZF-diana-rework
Aatrox: He is getting reworked soon, but I still put in some buffs to his current kits functionality so isn't unplayable. I would increase his auto range to 175, make him Unstoppable during the full Q to allow for more outplay opportunity, and maybe increase the missing health heal on the W from 6.5% to 10%.
