Skill Suggestions/Balance

Wicked Waffle·5/17/2015, 2:12:55 AM·1 votes·371 views

Note: These are just a bunch of random ideas/balances/thing I would like to see in League of Legends. If something seems off, just tell me.

Balances:

  1. Fiddlesticks First of all, I would like to see the passive on Fiddlesticks replaced or buffed with something better. Currently, Fiddlesticks' passive is pretty useless in mid-late game, while very strong early game (flat penetration is good against squishy champions, which every champion is in the beginning of the game). My suggestion is to create scaling for his passive, making it become (6/10/14/18 for levels 1/6/11/16). This way, Fiddle will be nerfed early game, remain the same semi-mid game, and will be buffed later game. Alternatively, you could just give him a new passive (Example: Fiddlesticks does extra damage to feared enemies).
  2. Chogath I don't know how to describe Cho'Gath, but he seems pretty strong as a bruiser mage right now. His Q does decent damage and knocks up, while his silence prevents most counterplay. His Vorpal Spikes (his E?) has a decent AP scaling, but once Cho'Gath builds Nashor or some other attack speed item, the AP scaling seems a bit to high. My suggestion is this: Passive: Leave it as is, but it won't hurt to reduce the health gained and increase the mana gained. Q: Seem okay. W: Nerf the silence a little; it's preventing counter-play. E: Nerf AP scaling a little, or make it rise (22.5/25/27.5/30/32.5%, anyone?). Alternatively lower the base damage. R: Nom nom nom. (Maybe scale the damage it does to neutral monsters/creeps, since they gain more HP instead of armor now (800/1000/1200?)
  3. RekSai Why you gotta nerf her??? Q.Q Please buff back her burrowed Q to 1 AP ratio... I want to play AP Rek'Sai... And I would like to see Rek'Sai having slightly more damage on her Q (I know she's supposed to be a extended fight type champion, but I want to burst people sometimes too).

Skills/Skillsets I Would Like To See

  1. An ultimate that creates a pillar similar to Trundle's E, but larger in width and knocks up people directly underneath the pillar, dealing moderate damage in a small area. The pillar serves as terrain. After the pillar's duration expires, it crumbles and falls down, dealing moderate damage over a large area.
  2. A champion based on symbiosis. (Yeah yeah, parasitism; yeah yeah, Abathur) I would think that this champion would have three skill sets; one when attached to an ally, one when attached to an enemy, and one when not attached to anything. His R would be to attach/detach to a champion, both allied and enemy. (I would like for his R to have a somewhat large range, and when attaching to a champion he will "jump" on that champion) When attached to an ally, the champion gives bonus resistance to both himself and the ally (think Braum W). The champion also absorbs 10% of the damage dealt to the ally. In addition, the champion will serve as a meatshield for his ally, intercepting all non-piercing skill shots. This champion's basic abilities would buff the ally, shielding him. I have no idea what any of his abilities should be, but his Q should probably be a damage dealing skill-shot. When attached to an enemy, however, this champion's skill set changes. His Q would deal area of effect damage around the enemy champion, and this champion will constantly deal damage to the enemy host (think basic attacks). In addition, all the buffs that this champion can create while attached to an ally, will be applied to the enemy as the opposite (eg. If he speeds up an ally, he will slow the enemy; if he gives extra resistance to an ally, the enemy will have decreased armor and magic resist.) This type of champion will encourage more plays, deciding whether to kill the ADC or the annoying parasite attached to the ADC.
  3. A champion that can create minions to run down a lane without limited life spans (Zz'rot ish)
  4. An ultimate skill for a ranged champion, that, when activated, gives all basic attacks +50% range, +50% damage, and +50% missle speed; however, all basic attacks will then be skill shots. (Not Twitch; he requires a target to attack; I'm talking every basic attack like Yasuo, but with longer range)
  5. Champion that can stealth a single ally using mist or some other thing.
  6. Siege champion; a champion with a skill that prevents them from moving, but his basic attack will have increased range, deal extra splash damage (similar to Xerath before his revamp, his W would cause him to be immobile but have extra magic penetration and skill range, and when deactivated he will receive extra movement speed)
  7. Projectile that destroys other projectiles
  8. Skill-Shot dash that drags all enemies hit with the champion (think large scale Poppy E)
  9. More transforming champions that retain the same attack range; example: A champion holding a giant key; while holding the key in blade form (champion is holding the weapon with the cuts of the key outwards), the champion's movement speed is faster, attack speed is faster (no cast time), all spells are low-mana cost and spammy, but deal low-moderate damage (is designed to fight extended fights). On the other side, while holding the key in hammer form (champion is holding the key with the bow facing forward), all attacks deal heavy damage, and some attacks cause CC; however, all skills also have long cooltimes and high mana-cost (is designed to fight skirmishes). An no, do not say Jinx, because Jinx's spells stay the same between Rocket and Minigun.

0 Comments