One Change for each Champion

HubeartheGrizzly·7/19/2019, 1:08:53 PM·19 votes·13,302 views

A simple question for those who are a little creative or like to think about balancing. What would be the #1 thing you want to change on one champion? Either your favorite champ or a champ you truly hate! And why would you make that change?

Mine is simple, make the Teemo Q a skill shot and increase its range to 750-800. (I know most Teemo players expressed changing the W so I wanted to think of something different). The reason for the change? Makes AA reliant champs have some ability to dodge the blind but give Teemo some extra range to his low range kit.

151 Comments

Kairoptra7/19/2019, 11:00:43 PM14 votes

Velkoz Zoom-out on ult.

Please.

Also Varus

ThERe wAS A meMo

Pool Party Pix7/19/2019, 4:23:01 PM9 votes

Riven Q cooldown starts after last dash instead of the first one or just delete her and give Aatrox her name.

figold6667/19/2019, 3:50:01 PM8 votes

Ivern : Jungle camps marked by his passive gain 30% increased attack damage and attack speed. It helps to prevent him from getting counter jungled so hard.

DeathBurst7/19/2019, 1:28:56 PM8 votes

Sona: give her an "ammo" bar like Annie or Irelia to see her passive and which chord is currently ready.

Śhunpo7/19/2019, 2:34:33 PM7 votes

Zoe Delete her from the game.

DeathBurst7/19/2019, 1:27:45 PM7 votes

Garen: Garen's passive cannot be disabled while his W is active. That way, if they hit you with just one hit of poke, you can actually keep your passive up, if you're reactive enough. And it add some skill-check and depth to a champ that is a bit too simple.

Lajinn57/19/2019, 6:48:20 PM6 votes

Riven can no longer animation cancel to output all of her burst instantly. She can now be balanced without having to account for a mechanic that lets her instakill anybody she touches

nm10107/19/2019, 1:28:40 PM6 votes

My first ranked main was Orianna and I've always like the idea of changing her passive to better fit her ballerina theme + incorporate the ball into it. Plus I feel like her current passive is just used to justify her low base ad and mid game it helps in drawn out duels, otherwise it is pretty "meh" unless playing something like stormtrooper Orianna. The idea for the new passive is pretty simple,

Orianna

New Passive:

Part 1 - When auto attacking a champion Orianna gains a stack of X and locks this portion of her passive. If Part 2 is locked, it is now unlocked. Maximum stacks of "-", stacks decay out of combat.

Part 2 - When hitting a champion with an ability Orianna gains a stack of Y and locks this portion of her passive. If Part 1 is locked, it is now unlocked. Maximum stacks of "-", stacks decay out of combat.

X - The ball's movement speed is increased by "-". Y - Orianna's movement speed is increased by "-".

Essentially hitting someone with Orianna causes the ball to move faster, hitting someone with the ball causes Orianna to move faster. But you have to alternate to maximize stack gain. Do it right and it would help her immensely with hitting ults and kiting.

preternatural7/19/2019, 1:39:36 PM6 votes

remove trynda's ultimate.

AlienPrimate7/19/2019, 2:16:44 PM6 votes

Taric Lower his mana regen but make his passive restore mana on hit. This would further reward actively using bravado while making a passive play style worse on him. This would also increase his viability in top and jungle where he always has something to hit.

Blue Moon Wolf7/19/2019, 4:47:22 PM5 votes

Favorite: MonkeyKing - going off the PBE changes that were up, let his decoy move a short distance in an area to increase it's deceptiveness.

Least favorite: Riven - Resource bar. As the bar fills up, she gains use of her Q and W CCs (we'll say at 50% of the bar), as well as her E dash range increasing slightly at a max bar. AA'ing increases the bar by a small margin, Taking damage or being out of combat lowers the bar and Ulting fills the bar half way.

Random: Bard - every time he collects enough chimes to gain an extra meep, he doots

Nekorus7/19/2019, 2:26:33 PM4 votes

Nocturne Make his ult make him invisible or make it so that he dodges aa or some mechanic where he's harder to fight or even make his q let him go through walls if he positions it correctly like spectre from dota2

Deathhawk8887/20/2019, 5:12:37 AM4 votes

Velkoz ults grounds instead of slows so he can be more impactful in fights and have anti-mobility tools.

Daddy Ants7/19/2019, 10:08:43 PM3 votes

Caitlyn:

Yordle Snap Trap (W) traps placed within range of enemy turrets have their effects and duration reduced by 50%.

Reasoning: Being walled behind your turret while Caitlyn and her Support chip away at your turret makes for some unfun and very uninteractive gameplay.

GrãñðmãstêrShãçø7/22/2019, 2:15:33 PM2 votes

I would revert Shaco of course

Drakalops7/19/2019, 10:09:28 PM2 votes

For Kled, here’s what i’d do:

Remove the healing debuff from his q because it’s a cheesy mechanic that ruins the game in the long run.

I’d then remove the -20% damage to champions when dismounted and make adjustments from there.

l MrD l7/19/2019, 10:47:40 PM2 votes

Azir Give his range back and remove the mobility in favour of something else

Idk why this wasnt done in the first place ... imagine if veigar had mobility combined with that wall of his ... hed be spammed in pro ... lol

Busty Demon7/20/2019, 8:25:24 AM2 votes

Make MissFortune's W or something.

Edit : sorry. Make it a dash. Sorry.

PopcornBunni7/20/2019, 4:36:17 AM1 votes

If every champion in this exercise gets exactly 1 change, no more, no less, it would mean basically the higher tier ones get a single nerf and the lower ones get a single buff, with middling champions getting a lateral change so let's go with that as the premise

Aatrox Q cooldown 14/12/10/8/6s -> 17/14.5/12/9.5/7s Ahri Q true damage moved to a part of the Charm debuff Akali Q cooldown increased 1.5s -> 6/5/4/3/2s Alistar E shockwave interval 05s -> 0.4s Amumu R disarm replaced with a channel disrupt Anivia R mana cost/s 40/50/60 -> 50/55/60 Annie Q cooldown up, reduced by 50% if Q kills a minion: 4s -> 7s Ashe Q mana cost removed AurelionSol R cooldown 110/90/70s -> 90/70/50s Azir E cooldown 19/18/17/16/15 -> 20/18/16/14/12, but Azir will only dash to the location of his soldier at the time of E cast even if Q is cast after {{champion:432} Shrine (W) prep time 10s -> 10/8.5/7/5.5/3s Blitzcrank Q missile speed 1800 -> 1300, 25% cooldown refunded on hitting a minion or monster Brand E AP scaling 45% -> 60%, deals 50% bonus damage to minions and monsters Braum W bonus resistances flat and scaling: 10 / 14 / 18 / 22 / 26 (+ 10 / 11.5 / 13 / 14.5 / 16% ) -> 18/21/24/27/30 (+21%), but allies only receive two-thirds of these bonuses (12/14/16/18/20 +14%) Caitlyn E mana cost 75 -> 80/70/60/50/40 Camille Pasive Shield: adaptive -> universal, cooldown 16/13/10s -> 18/12/8s Cassiopeia W nerfed early, buffed late -- cooldown 24/22/20/18/16s -> 25/22/19/16/13s; dps: 20/25/30/35/40 (+ 15% AP) -> 18/26/34/42/50 (17.5 % AP) Chogath Bonus health per R stack: 80/120/160 -> 100/130/160 Corki E resistance shred changed to 1/2/3/4/5% from flat 1 / 1.375 / 1.75 / 2.125 / 2.5, max stacks 8 -> 5 Darius E armor pen changed from passively 15/20/25/30/35% -> 3/4/5/6/7% per stack of Hemorrhage, but now E applies a Hemorrhage stack as well Diana W base shield amount 40/55/70/85/100 -> 40/60/80/100/120 DrMundo E bonus AD 40/50/60/70/80 (increased by up to 100% based on missing health) -> 40/45/50/55/60% of total AD (+1% total AD per 1% missing health) Draven Auto attack windup decreased, and base attack speed 0.679 -> 0.625, basically to make weaving additional autos between axe catches easier while decreasing his general dps

I'm also realizing how long this is going to take to go through every single champion so I'll just do the ones I play or find most frustrating to play against for the rest of this post

Poppy W bonus resistances 10% -> 10 / 11.25 / 12.5 / 13.75 / 15% Kindred E execute damage 8% +0.5% per passive stack missing health -> 4/5/6/7/8% +0.75% per passive stack missing health, slow 50 % for 1s -> 30/40/50/60/70% for 0.5 / 0.75 / 1 / 1.25 / 1.5s Shen Q deals magic damage equal to its enhanced auto damage to enemies it passes through Evelynn W arrow indicator appears 1 second sooner, but Evelynn gains 30/40/50/60/70% bonus movement speed when moving toward the target while W primes Lulu base movement speed 330 -> 335 Ryze E cast range 615 -> 665

Yasuo W doesn't block projectiles until it reaches 225 range Heimerdinger Normal turrets take the same modified damage as Zyra plants from champion attacks and abilities, health against non champions increased 150-575 -> 200-600, turret mana cost 20 -> 60/50/40/30/20 Teemo blind duration 1.5/1.75/2/2.25/2.5s -> 1.75s mana cost 70/75/80/85/90 -> 80/85/70/65/60, cooldown 8s ->12s Pyke Grey health ticks down if Pyke remains in vision of enemy champions without taking further damage after 5 seconds Renekton Q damage 65/100/135/170/205 -> 45/75/105/135/165, Q enhanced damage 100/150/200/250/300 -> 150% normal damage

AIQ7/19/2019, 4:10:43 PM1 votes

[deleted]

Tanerian7/20/2019, 8:26:10 AM1 votes

AP ratios on Ashe's W.

Add in on hit Ap ratio to her Q.

Lemme play Ap Ashe ayyyyy.

Darkstar Annie7/21/2019, 1:11:10 AM1 votes

Annie's E Molten Shield to burst around her when it ends, just like old Sion. Will make the skill actually useful for wave clear rather than a passive charger.

OR

Tibbers AI upgraded to be smarter than it currently is... Or maybe just fixed to allow him to attack wards and inhibitors would be huge for Annie...

FantasySniper7/20/2019, 5:04:16 AM1 votes

Zyra Replace passive with healing and/or true-damage on-hit from plants. +2 max seed storage, reduced base CD.

I hate her rng passive.