Now that Marksman are in a balanced state can we discuss other roles/issues? (very detailed)

BLIGHTBRINGER··3 votes·1,583 views

https://esportsranks.com/wp-content/uploads/2017/04/League-of-Legends-News-Ranks.png

##NOTE: Before discussing anything I just wanted to say that I am post-Marksman main, I haven't played any Marksman other than Varus since mid Season 7.

Currently Marksman are the most balanced role in all of the game, since 10 Marksman champions out of a total of 17 are below a win-rate of 50%. Even my main champion, Varus is now at a 42% win-rate.


While every other role is exceeding a win-rate of above 50%, and that 50% is considered to be the highest value that can be considered balanced. I feel like every other role needs the same level of nerfs as Marksman have received, or atleast at some similar form anyway. Think about it, if we gave every other role the same amount of nerfs, this would fix a lot of problems.

##Problems that would be fixed:

  • Early Game Snowballing (with absurd damage powerspikes)
  • Towers being destroyed in less than 8 minutes.
  • Everyone one shotting each other in a matter of seconds during a teamfight (you don't even get to enjoy the battle anymore, it's either you burst someone quick enough or you they kill you first).
  • Everyone would have a fair chance against most match-ups (there are some champions who's every match-up is bad).

##True Damage

The first change that I believe needs attention is to True Damage. It's too accessible to everyone now, Conqueror was good enough and now Infinity Edge. With so much True Damage in the game, buying defensive items feels utterly pointless now. Back in the older days the counter-play to true damage was building health but there are champions and items that can now easily get passed that too (Fiora, Garen, Vayne) (Blade of the Ruined King).

There seems to be a thing where Riot is trying to kill off the defensive side of the game since there's now counter-play for pretty much any situation against defensive match-ups (Healing, Armor, Magic Resist, Health stacking) and it just so happens that there's barely any counter-play to high burst damage without it being an Active item of some sort where as the offensive items are oftenly just Passives not to mention that on top of all that Riot are just constantly increasing everyone's damage.

##Trinity Force

Other changes that need to be looked at is, nerfing Trinity Force and buffing other items as a compensation because the powerspike of this item for certain champions is unbelievably strong early game (Irelia, Fiora, Camille, Ezreal).

My suggestions would be one of the the following;

  • Decreasing the current (200% Bonus Damage) that Trinity Force has to something like 175%.
  • Decreasing the current (100% Bonus Damage) that Sheen has to something like 50% instead but keep the original 200% when finishing Trinity Force.
  • Decreasing the duration of the Spellblade from 10 seconds to something like 5 seconds, to give opponents a better chance to play around the timing of the duration.
  • Increasing the cooldown of Spellblade from 1.5 seconds to 2.5 seconds.
  • Removing the 5% bonus Movement Speed that Trinity Force has even though none of the items in the build path give that % increase in Movement Speed passively.

##Champions who I believe need some balance changes

NOTE: That I am only mentioning champions that I have ideas for changes, there are certainly more but I most likely have no ideas on how they could be improved to be in a more balanced state.

Singed - Give some minor nerfs to his healing that he get's from his R, but as a compensation if this nerf would be too harsh increase his Armor and Magic Resist that he gains from his R.

Darius - Reduce the slow duration on his W and increase the cripple duration as a compensation for this change.

Illaoi - Increase the base cooldown on her E, and give it a passive as a compensation buff where a small portion of the cooldown is reduced when she hits someone with her Q.

Fiora - Reduce the effect radius of Fiora's passive, Duelist's Dance but as a compensation buff decrease the duration of when a different Vitals is applied on enemies (when she doesn't attack) so that she would have a better/specific window when to jump at someone.

MasterYi - Have the duration of his R have a some sort of duration scalling based on rank (3.5 seconds, 5 seconds, 6.5 seconds). Have no ideas to suggest as a compensation buff because in my opinion he is already quite strong.

LeeSin - Instead of having a point to click R ability, have it so that he can only use it on someone who has been revealed by his E or marked with his Q (would make even more sense thematically, instead of always being lucky to kick someone even when blind). In addition to this, as a compensation buff, make his R cast-able when using the second part of his Q when in R range.

Leblanc - Decrease her chain range on her E, because you can't flash out or dash out of the range. As a compensation buff reduce the cooldown of her E.

Kaisa - Remove the ability for allies to apply Plasma marks with CC, and as a compensation buff increase the duration of Plasma stacks from 4 seconds to something like 5 seconds or 6.

Morgana - Switch Root durations of her Q and R, and as a compensation buff reduce the cooldown of her Q.

These are some of the champions that need to be looked at, the list was much larger than this but I didn't feel like putting all of them since it would be too much to read for all of you.


##Crowd Control & Tenacity

Crowd control is really strong in this game, almost every champion has 1 type of CC in their kit. CC is something that I believe needs to be looked at, because the very concept of it is good and healthy. But there's a line where it's healthy and where it's unbearable. CC being able to be chained or stacked on top of each other is a problem that I think no one really takes that seriously. I know that CC is used as a tool to stop the hypercarries but it's too overly effective that even shuts down champions who aren't hypercarries.

The AD class have the ability to use an item such as QSS, but it can be only used against one type of CC and it doesn't stop you from being stunned again. AP class don't have an item such as this, and they have something like Zhonia's to be a somewhat alternative of that.

The recent changes to shields, where they were given a duration to make the shields last shorter is something that I believe should be done to CC. Making CC shorter with the more stunned you get, something like CC being 0.25 seconds shorter each time you are hit with a different CC. This would encourage to use CC effectively, wait out the full duration of CC and then hit with a different CC after a second or so. In addition to this, this would add some form or deeper skill expression. If not this change, then Tenacity needs to be improved to also effect things like Knock Ups, Suppression, Displaces.

##Mobility

Mobility is sky-rocket high now a days. Mobile champions feel naturally stronger than immobile champions. There aren't ways to get away from mobile champions as someone who is immobile due to them usually having higher base movement speed, low cooldown/resettable dashes and on top of all that Flash.

Some people underestimate the power of mobility. Because of it you can dodge things better, catch someone better, get away better, clear jungle better, get to lane faster and it just goes on...

I didn't really have any good ideas to suggest to create more balance for mobility side of this game, but I though thought I would mention this regardless.


##Champion Sub-Classes that need to be buffed

https://i.imgur.com/07h3neV.png

  • Assassin's (not all of them) - Some of them lack the ability to even engage on someone due to the amount of burst that other classes can output on them first.

##Champion Sub-Classes that need to be nerfed

https://i.imgur.com/ouvBzAy.png

  • Skirmishers - Reason behind why is because they are dealing Assassin amounts of damage, having an unusual huge amount of sustain out of all classes, while still maintaining to be relatively tanky due to them benefiting from items that provide health and damage which Juggernauts should be buying not Skirmishers.

https://i.imgur.com/8fnxEbV.png

  • Divers - Their supposed weaknesses (based on the lolwiki page) is lack of disengage even though most of them have a dash of some kind or durability but that isn't really true. Most if not all are able to do, all of these things now.

##What are your thoughts on everything that I covered in this post so far? ##Do you agree or disagree with what I have talked about?

Leave your thoughts in the comments below.

1 Comments

heroikc1 votes

Would you believe most of those issues were fixed a few seasons ago until people began whining about slow games and "op" tanks?

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