Volt's Balance Suggestion Thread

Volt Cruelerz·2/27/2015, 10:08:36 PM·1 votes·553 views

First and foremost, I'm just going to get this out of the way. I'm a human being with biases. The vast majority of my games are mid followed by support, then adc. Very few are top and even fewer are jungle. My first main in this game was Veigar. I then mained Xerath before the rework. Afterwards, I went back to Veigar until Azir was added. At this point I main Azir but still play a lot of Xerath and Veigar. I practically live in mid lane, so most of my suggestions are naturally going to be for that.

DISCLAIMER: I make no claim that these changes would correct everything. I simply claim that I believe they would improve the state of the game. I am not omniscient; I'm sure there are going to be things here that others disagree with.


item 1039 Item: Hunter's Machete Problem: too expensive Verdict: Buff Change: unnerf cost Prediction: slight increase in power of dominant junglers, significant increase in power of less capable junglers Secondary Changes if Necessary: none expected

Ahri Champion: Ahri Problem: excessive mobility in mid lane, high win rate Verdict: Nerf Change: halve the movement speed boost she gains while Q is out. Prediction: Ahri's win rate drops to just above 50%. Ahri is now more easily hit by skillshots and must try harder when attempting to flank enemies so that she can charm them. Secondary Changes if Necessary: tweak the numbers on the speed boost as needed

Annie Champion: Annie Problem: instant ranged stun sans counterplay, high win rate Verdict: Nerf Change: Tibbers is now thrown as per the cinematic video and turns into a giant flaming bear in the air. Prediction: Annie's win rate drops to high 40s Secondary Changes if Necessary: buff E by making her absorb 10% of the damage dealt by a single target spell or 15% of the damage of an AoE spell. Her next spell will return this damage.

Azir Champion: Azir Problem: superbly low win rate, hypercarry that's a lane bully Verdict: Buff and Power Redistribution Change: unnerf Q damage, drastically increase Q cooldown at low levels, W rank increases soldier attack range back up to 400 at max rank, increase AP ratio on soldier attacks slightly Prediction: Azir's win rate increases to mid 40s, no longer a lane bully Secondary Changes if Necessary: none expected

Brand Champion: Brand Problem: Not Unique Verdict: Modify Passive Change: nerf passive burn to 1.5% from 2.0% per second. Each successive strike up to five against an opponent by your spells in quick succession converts a percentage of this to true damage. Five strikes will convert the entirety of his passive damage to true damage. Prediction: Brand more useful in and against certain compositions, less overshadowed by Xerath Secondary Changes if Necessary: none expected

Diana Champion: Diana Problem: poor jungling pre-6, falls off hard lategame Verdict: ability swap Change: swap E and R. Increase radius of new ult by 50 units, reduce damage of old ult slightly Prediction: Jungle Diana becomes significantly better at ganking, win rate rises to high 40s Secondary Changes if Necessary: reduce base damage on Q in exchange for higher ratio and reduce base shield on W in exchange for health scaling, upon popping all W balls, Diana receives a 2 second 20% movement speed boost

Jinx Champion: Jinx Problem: dominant pick, moderately high win rate on jack of all trades Verdict: minor nerf Change: Fishbones mana cost increased to 24 from 20, very slightly reduce AS gains on Pow-Pow at low levels Prediction: Jinx's laning takes a minor hit, dropping her win rate down to just above 50. Secondary Changes if Necessary: fine tune AS gains on Pow-Pow

Kalista Champion: Kalista Problem: unfun opposition, extreme smiting capability Change: passive only procs on every third auto attack or on Q. Lunge distance increased by 50%. Lunged attacks and Qs deal 20% increased damage if moving toward the target. E's maximum is damage capped at Smite's damage (so at level 3 it'd be 430, at level 18, it'd be 1000). Prediction: Kalista is given considerably more counterplay as well as significant chase capability, increasing the ability for melee champions to have the chance of catching her while not gutting her win rate. Win rate largely unaffected. Secondary Changes if Necessary: none expected

Kassadin Champion: Kassadin Problem: superbly low win rate, inability to compete Change: R is now charged. At zero charge, he may blink instantly up to 450 range. After a half second charge, he may extend this to up to 900 units away. Range interpolates between the two distances. Additionally, upon releasing the charge there is a delay before teleportation. At no charge, there is no delay. At max charge, there is a 0.75 second delay. A marker will appear at his destination during this delay. Prediction: Kassadin win rate spikes back to around 50%, Kassadin much easier to shut down as he must endure delays if he wants to jump particularly far.

Katarina Champion: Katarina Problem: extreme teamfight ability, high burst if ahead, high win rate Verdict: Nerf Change: Reduce Q bounce range by 50 units. Add 0.15 cast time to W and a 0.20 cast time to R. Prediction: lowered ability to instantly burst targets when ahead requiring more team cooperation, slightly less safe laning phase. Win rate drops to low 50s. Secondary Changes if Necessary: nerf Q proc damage to further reduce instant burst capability

Heimerdinger Champion: Heimerdinger Problem: extreme lane bully, high win rate in top lane Verdict: Nerf Change: spawning a turret now consumes 5% of Heimerdinger's current health. If you need a mental justification, think of it as him putting in blood, sweat, and tears into every turret. Prediction: Due to reduced sustain, top lane win rates drop significantly to around 50. Mid lane win rates drop to just below 50. Secondary Changes if Necessary: minor buff to AP ratio on his turrets

Leblanc Champion: LeBlanc Problem: extremely safe assassin, extremely high pick rate, low win rate Verdict: Nerf Change: upon casting W or amplified W, she may not teleport back until 0.5 seconds have elapsed from her arrival at her target destination. Prediction: This nerf should significantly lower her pick rate, leaving primarily the LeBlanc mains. As a result, I believe her win rate will actually increase slightly to just below 50. Secondary Changes if Necessary: increase AP scaling on E

Malzahar Champion: Malzahar Problem: very difficult to shut down, high win rate Verdict: Nerf Change: target is no longer suppressed for the last half-second of his ultimate Prediction: dramatic decrease in dueling capability, easier to shut down, win rate drops to 50% Secondary Changes if Necessary: none expected

Nidalee Champion: Nidalee Problem: jungle dominance, moderately high win rate, unfun opposition Verdict: Nerf Change: human form Q at max range scales only to 200% from 300% against neutral monsters Prediction: first pass of jungling much more difficult, significantly reduced coutner-jungling capability. Win rate drops to high 40s. Secondary Changes if Necessary: nerf human Q damage at later ranks and buff Cougar form's E damage

Syndra Champion: Syndra Problem: unreliable CC, low win rate Verdict: Buff Change: amplify passive. In addition to the current buffs gained at max rank, her first skill to finish ranking up receives an additional buff. -Q: manipulating a Dark Sphere with her other abilities resets the sphere's lifetime the first time it is manipulated. -W: existing throwable targets are rooted upon impact when thrown. Dragon can also be thrown, though throwing dragon does not root it. -E: Dark Spheres hurled by E are immediately and permanently enlarged by 20%, increasing their hitbox should they be used by W and increasing their damage by 20% if used by R. -R: a fourth sphere orbits syndra and is used in her ult. Ult animation sped up by 30%. Prediction: Syndra's win rate spikes given her new-found utility to low 50s. Secondary Changes if Necessary: minor damage nerfs here and there

Veigar Champion: Veigar Problem: superbly low win rate, unreliable CC, unreliable burst Verdict: Buff Change: see here Prediction: Veigar win rate spikes to just below 50%, pick rate dramatically increases, particularly against highly mobile teams. Secondary Changes if Necessary: fine tune E's spawn delay

Xerath Champion: Xerath Problem: issues Q and R Verdict: Power Redistribution Change: Q now fully charges in 1 second rather than 1.5. Upon casting, the marker on the ground is present for 0.2 seconds longer. Ult modified. When firing from more than 1000 range, every additional 1000 range increases the radius of the ultimate by 30% while decreasing damage dealt by the same amount. Prediction: skilled opponents dodge Q more easily, R is less frustrating for Xerath players. Xerath win rate drops slightly to 50. Secondary Changes if Necessary: fine tune numbers

Zac Champion: Zac Problem: jungling inferiority and top inferiority Verdict: Buff Change: bloblets now spawn closer to Zac, though not as close as they once did. Killing large monsters drops 1 bloblet. Assisting in the death of Baron or Dragon will cause two bloblets to spawn. Enemy smite no longer hits Zac's passive. Prediction: increased pick rate in response to his ability to immediately fight after killing an epic monster. Win rate increases to about 50% Secondary Changes if Necessary: none expected

Zed Champion: Zed Problem: overly safe laning with high power later in the game, low win rate, unfun opposition Verdict: Redistribute power Change: reduce Q range by 50 units, increase AD scaling on Q Prediction: laning made less safe, late-game power increased when opponents are more ready to handle him. Win rate increases slightly.


Well, there you have it. My list of changes that I'd like to see in the game. Again, I'm not claiming they're perfect. But I think that overall the game would be more balanced than before if they were implemented.

Thoughts?

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