Balance Changes I would make on some champions, with context of it. For you Pwyff! :)
Note: 1st of all, this is just for fun and as well it's related to my personal opinion. Of course some of you won't agree with something or even everything, but opinions can always differ. If you believe something I said is wrong, feel free to give an opinion or discuss about it :) Again, this is my personal preference and I don't expect to you to agree with everything I said, feel free to say your opinion or ideas if you disagree. I don't know everything neither I want you guys to believe that. Just for fun :)
Aatrox
Massacre (R):
- Base damage changed from 200 / 300 / 400 (+ 100% AP) to 150 / 275 / 400 (+ 70% bonus AD);
- Bonuses now last for 15 seconds from 12 seconds;
- **New:**Enemies that are facing him are slowed by 50% for 1,5sec.
- New: Aatrox will have gain a 35% Movement Speed buff when chasing enemy champions that are below 50%hp;
**Context: ** I believe his ultimate lacks something. It really doesn't feel an ultimate. I also don't want to change his base skills because they seem fine to me. These changes will provide the player more thinking and more strategy when using the ultimate.
Alistar
Trample (passive):
- REMOVED:.After using an ability, Alistar stampedes for 3 seconds, ignoring unit collision and dealing 6 + (1 × Alistar's level) (+10% AP) magic damage per second to nearby enemy units and structures (200% damage against enemy minions).
- New: After using an ability, Alistar will be granted unit collision for 3 seconds. If the ability hits an enemy, Alistar gains 5 Armor/Magic for 3 seconds as well, increasing to 10/15/20 when leveling up ultimate. If Alistar takes damage when using Unbreakable Will, these bonuses are also applied.
** Info:** The bonuses above won't stack, but will be refreshed. Each ability will only give the bonus once on each cast, including the ultimate, which it means if Alistar only gets the bonuses on the 1st time he receives damage with ultimate.
Context: Who doesn't love the cow? Alistar is such a fun champ, however his base stats aren't buffed too much because of the S2 terror that was Alistar Jungle. Also, at top lane he also fell out of favour. In my opinion he's the definition of a tank support, and he should be encourage to be so. His passive no longer feels the porpouse that was made for, so I created something I believe it fits him more, for support and for top lane. Hope you enjoy it :)
Ashe
Movement Speed increased from 325 to** 330**.
Aditional Information: Just for comparison, 330 is the movement speed of Vayne, Varus, Draven, Graves and Twitch.
Focus (passive):
- REMOVED: If Ashe has not attacked in the last 3 seconds, she gains 4 / 5 / 6 / 7 / 8 Focus stacks per second. At 100 stacks, Ashe will critically strike on her next basic attack. Thereafter, Focus stacks will reset to an amount equal to her critical strike chance. - New: Ashe gains 5 Focus stacks per second at all levels. At 100 stacks, Ashe will critically strike on her next basic attack. Thereafter, Focus stacks will reset to an amount equal to her critical strike chance.
Context: Ashe is the definition of utility ADC. However her lack of mobility, as well her lack of steroids make her fall in favour. Her current passive really doesn't fit her role of an adc. ADC should never be rewarded for not attacking, but the opposite. They are the DoT dealers of the team, and I believe her current passive should be changed. Finally, I gave a little MS boost to make her more in lane due to her squishyness and no mobility.
Cho'gath
Carnivore (passive):
- Health and mana recovering changed from [B]17 + (3 × Cho'Gath's level) health and 3.25 + (0.25 × Cho'Gath's level) mana[/B] to [B]27 + (3 x Cho'Gath's level) health and 5 + (0,25 x Cho'Gath's level) mana[/B].
Context: Just quality of life changes to Cho'Gath. I believe his current state isn't bad, his scalling is insane, but he isn't picked much due to his high costs in early game, as well being pretty kitable. Giving him a bit more sustain his the idea to go in my opinion. Since he needs to be in combat to have sustain anyway, I believe this would make Cho players happy.
Diana
- Base Attack Speed changed from 0.625 to 0.67.
Context: I love Diana and I believe she's extremely underated. She has an amazing late game where she can nuke any carry. Why she isn't picked then? It's due her lane phase of course, as well her item-dependency. Increasing her attack speed would allow her to have a little better lane phase/jungling, due to her passive as well. I strongly disagree she needs to be buffed by any means, she's completly fine on late game. But due to her being kitable on early game, increasing her attack speed to farm is the best thing to help her being picked more.
Elise
Neurotoxin:
- Base magic damage changed from 40 / 75 / 110 / 145 / 180 to 60 / 95 / 130 / 165 / 200
- Bonus damage changed from 8% (+ 3% per 100 AP) of target's missing health to **5% (+ 10% per 100 AP) **of target's missing health.
Venomous Bite:
- Base magic damaged changed from 60 / 100 / 140 / 180 / 220 to 80 / 120 / 170 / 210 / 250.
- Bonus damage changed from 8% (+ 3% per 100 AP) of target's missing health to **5% (+ 10% per 100 AP) **of target's missing health.
Cocoon:
- Range changed from 1075 to 1000.
Spider Form:
On-hit Magic Damage changed from **10 / 20 / 30 / 40 (+ 30% AP) **to 10 / 20 / 30 / 40 (+ 50% AP);
Context: Elise really needs help. Badly. I even play more Jungle Morgana at the moment due to how badly Elise scales. She currently is the champion with the 2nd win rate in the entire game at 42,12% (and people still are being used to Azir changes btw), and she went from being one of the most picked junglers on start of s4 to a popularity of 1.31%. I really don't want Elise to go to the same state she was on S3-S4 (off tank), I really wanna encourage to be played as a mage (remember her release?). I focused on increasing the ratios specially due that thing. This way Elise players will use more AP rather than focusing on the % missing hp bonuses. Also a note, I also think that Riot could at least make a better AA animation to her human form, but that's a different issue.
Evelynn
Shadow Walk:
- Range changed from 700 to 900.
Dark Frenzy
- Bonus Movement Speed changed from 30 / 40 / 50 / 60 / 70% to 40 / 50 / 60 / 70 / 80%
- Bonuses duration changed from 3 seconds to 5 seconds.
Ravage
- Now deals magic damage instead physical damage.
- Cooldown changed from 9 to 7/8/9/10/11.
Context: Eve players want her to be a mage. So do I. Remember Alex Ich with her at Katowice? It's what players what Riot. What I did with these changes was to improve her base stats while nerfing her passive. Riot has a thing against stealth (which I really don't blame), and I'm amazed how Riot never nerfed that instead putting her in the trash can. I also buffed the W values to compensate the passive nerf. She will have more difficulty to avoid being seen but hey, that's what differentiates good Eve players from bad ones.
Galio
- Movement Speed changed from 335 to 340.
Context: Quality of life change as well, Galio has insane damage and is a great tank late game, but he can be kited a lot. Increasing the Movement Speed would help him a bit on lane.
Garen
Judgment: Garen no longer is slowed when traveling through minions.
Demacian Justice] Cooldown changed from** 160 / 120 / 80 to 120 / 100 / 80**
**Context: **Garen's spot is strange. I believe he is a good champion, but it doesn't fit the game. Has great lane phase, he's naturaly tanky... but doesn't have a role on a team. The way he is now as well doesn't allow him at least to snowball. I believe his ultimate has an insane cooldown, and that's why I tuned it down. Finally, not having a slow on Judgment would allow him to be less kited and be more useful on teamfights, since the enemies would take less chances to escape.
Gragas
Movement Speed changed from 330 to 340.
Happy Hour (passive):
- Gragas auto-attacks will reduce the passive cooldown by 1 second. If the auto-attack is enpowered by Drunken Rage it will reduce by 3 seconds.
- Health restore changed from 4% to 5% of his max health.
Context: Gragas's rework was a good one, but he was hit too much with latest nerfs. Increasing is sustain would provide him more view and usage by the players.
Jarvan
- Movement Speed changed from **340 **to 335.
Martial Cadence:
- Bonus damage changed from **10% **to **8% **of target's current health.
Dragon Strike:[
Cooldown changed from 10 / 9 / 8 / 7 / 6 to 10 at all levels.
**Context: **I really don't know what to say about this guy. It's sad to say, but his kit isn't hardly unbalanced, he simply fits the current meta way too well. The nerfs to the other junglers also helped that.The only thing I don't like about him is the passive damage, is way too high, including on top lane. A good J4 wins 1v1 with good use of his passive. Finally, his Q is quite spammable on late game, and just made a little tweak on that.
Kalista
Note: I want to nerf her in some way, but I really don't have knowledge to decide how should I nerf without destroyin her, need more testing. But in my opinion, the major problem is her passive, probably my thoughts will be the rework of Martial Poise. It simply allows no counterplay to melees or slows.
Katarina
Note: Katarina has her problems, mainly due to her resets, but it's also her iconic figure. Since Riot is studying about her, let's wait for their ideas.
Kha'Zix
Taste Their Fear:
- Extra damage from isolation changed from 30% to 50%;
Void Spike:
- Cooldown changed from 10 seconds to **8 **seconds.
- Heal changed from 40 / 70 / 100 / 130 / 160 (+ 50% AP) to 70 / 90 / 110 / 140 / 160 (+ 50% AP).
Evolved Active Camouflage
- New: Movement Speed bonus is increased from 40% to 80% when running towards an enemy below 30% hp.
Context: This bug is what I call a great assassin theme. Unfortunely the jungle changes hit him hard, and he can barely can clear jungle. He already fell a bit in damage comparing to the other junglers, and it just got worse. I buffed mainly the sustain, but also made his R to be more encouragable to be evolved.
Lee Sin
Movement Speed changed from 350 to 340.
Dragon's Rage
Base Damage changed from 200 / 400 / 600 (+ 200% bonus AD) to 200 / 300 / 400 (+ 200% total AD)
Context: The king of jungle, season after season. Ok, J4 is stealing the spot at the moment. However, this guy is constantly on the jungle season after season due to his mobility. I love to play him, but he simply has way too much. He already has 2 inbuilt gap closers, and having one of the highest Movement Speed in the game isn't right. Finally, I tweaked the ulti to encourage Lee players to decide or to go offtank, or to go AD. I thought about buffing Q to compensate (it's a skillshot, it should be rewarded, but I'm not quite sure about that).
Lux
Lucent Singularity:
Mana Cost changed from 70 / 85 / 100 / 115 / 130 to 70 / 80 / 90 / 100 / 110
Context: Not much to be said. 130 mana for a basic spell? Yes it does have great wave clear and provides vision, but it's still too high, and her being mana-thirsty is also why she isn't picked.
Master Yi:
Highlander
- Mana Cost changed from 100 to 120.
- Cooldown reduced from 75 to** 60**.
- Champion kills and assists now extend the duration of Highlander by 7 seconds from 4 seconds.
Context: Probably some will hate me for this, but I believe he needs help. Yes he's strong in damage, but his kit is so straight forward that it's easy to counter. I focused to have him a lower cd on Q to allow Yi players to counterplay, and increased the utility on his ulti. Of course, I increased the mana cost as well to Yi players not spam it way too often.
Mordekaiser:
Note: This little fella also needs to be helped, but since he's being reworked on PBE I prefer not to change him, as well I don't have much knowledge about him.
Nidalee: (rito pls -.-)
Hunt (Passive):
- Hunt no longer roots monsters.
Javelin Toss:
- Cooldown increased from 6 seconds to** 10 **seconds.
Pounce:
- Cooldown increased from5 seconds to 12 seconds.
Aspect of the Cougar
- New: Cougar cooldowns are refreshed if Nidalee gets a kill or assist.
Context: Same problem of Lee, she's SO mobile. I also don't know what was in Riot's mind to buff her, she was already strong. I don't believe nerfing her damage is the good way, she should be rewarded by that. However her mobility is insane so that's why I managed to nerf it. Her poke is also pretty frustrating for the damage it does on late game if it hits you, and that's why I increased the cooldown a bit as well.
Nocturne:
Paranoia:
- Cooldown changed from 180 / 140 / 100 to 150 / 125 /100
Context: He is very straight forward and it's an all-in champion with little escapes, and that side should be focused. 180 for a single target is too much (even if it takes vision), and that's why I tuned the cooldown down. His damage and clears are fine in my opinion.
Riven
Valor:
- Shield ratio changed from (+ 100% bonus AD) to (+100% bonusAP);
**Context: **I don't belive building pure offensively should reward a champion defensively. By any means. Even if I do think she's an extremely fun champion to play.
Ryze
Rune Prison:
- Range changed from **600 **to 700;
**Context: **Yes he was obnoxious to play against last season, but he was tweaked too hard. His damages are fine to me, but he needs some safety in lane for safety, and that's why I increased the range of his root.
Shen
Shadow Dash:
- Cost changed from 100 to **80 **energy.
Stand United
- Cooldown changed from** 200 / 180 / 160**to 160 / 150 / 140 seconds.
Context: The ninja needs help. The costs on E are high and the "spam" of teleport made his ultimate a bit meh (not meh, just didn't found a better argument, sorry), even with shield. His base damage and tankyness is great and he doesn't need changes on that side, but reasons to be picked.
Shyvana
Twin Bite
- Cooldown changed from** 9 / 8 / 7 / 6 / 5 to 5 **seconds at all ranks;
Burnout
- Cooldown increased to 15 from 12 seconds.
- Movement Speed Bonusno longer decays.
Context: Shyvana can be kited forever on lane, and the lack of CC doesn't favor her jung path as well. What I did was to encourage her to commit on fights, as well retain the movement speed buff to allow Shyvana players more mobility, in order to be more relevant on teamfights. Of course, this had a little cost on the Burnout cooldown, but it's to Shyvana players to realize when it's better to use it.
Singed
- Movement Speed changed from 345 to 350;
Context: Great tankyness, great damage for a tank. However the meta is way too reliant on mobility, and Singed is an easy prey on early game if he comits too much. Increasing the MS will help Singed players to move around, as well encourage the usage of Ghost instead of Flash. Yes, I see Singed players with it.
Skarner
Crystal Slash:
- Base Damage changed from** 18 / 28 / 38 / 48 / 58** to 28 / 38 / 48 /58 / 68.
Fracture:
- Cooldown reduced from 12 / 11.5 / 11 / 10.5 / 10 to 10 at all levels.
- Slow changed from 45 / 50 / 55 / 60 / 65% to** 60%**at all levels.
Context: Dunno why Riot straight nerfed this guy right after his rework. Didn't even gave time for people to get used to him. I buffed his Q to have better clears along increase the utility on his E. The reason for this is because few people max the E 2nd, and this champion needs some CC to be relevant on this meta.
Udyr:
Movement Speed changed from 345 to 350.
**Context: **Damage is completly fine, decent tankyness, but can be kited so well, since his gap closer isn't very reliant against a lane with CC. Increasing the MS would help Udyr players to roam and to gank.
Urgot:
Note: Urgot also definitely needs some help, unfortunely I don't play him that much and I don't want to risk making balance statements without decent knowledge about a champion.
Volibear:
Majestic Roar:
- Now scales from** (+50% bonus AD)** instead of** (+ 60% AP)**;
- Slow changed from 30 / 35 / 40 / 45 / 50% to** 50% **at all ranks.
**Context: **This guy has the same problem of Udyr, but also has less CC. Increasing utility and providing him more scalling would benefit him on both clears and late game.
Yasuo
Note: I don't know what to say about this guy. I believe personally his passive is a major problem, but his state is terrible at the moment. He got severaly punished due to the nerfs he had, but he can't be buffed due to his passive. Also, while is lane phase is bad, his scalling is still there due to the passive. His passive also only basicly allows him a build path (remind the problem about DFG?). Yasuo can't be balanced without a complete rework of his passive. I hope Riot gives help to this champion, he's amazingly fun to play but he can't be balanced as he should because of his problematic passive.
Zed
Living Shadow:
- Range changed from 550 to 400.
Context: Fun champ to play, but a good Zed will escape ganks since level 2. For a manaless user he has too much safety in lane and range to poke, and this is the best change on him. I don't think changing is damage would be good due to his kit being one target idealized, but if he still remains an issue, then maybe that's the way to follow.
Zac
**Note: ** Another champion that needs help but unfortunely I don't play him that much to balance him.
**Feel free to comment or discuss about it! :) **
's 45 sec cd and in fact, with the cdr from yomuu it takes it down to even further which is AMAZING!! Literally only a few seconds of cool down separate the yomuu with lowered cd highlander with just this item. With the 1.25% from one level in sorcery = 11.25% = 53.25 seconds if I'm not mistaken meaning only 8~ seconds separate them. I love it! (Somebody please fix my maths if I am wrong however)