If some random Gold baddie was in charge of the Balance Team

Kingsgrave··1 votes·576 views

Yes, I am a Top and Jungle main. How could you tell?

This is mostly my attempt to remove 1v2 cheese and give over half of the Top lane cast ways to deal with being camped, being cheesed by 1v2s and just being able to sustain in general in tournament settings.

  1. Towers have doubled resistances and 50% more AS and AD when there are 2 enemy champions near the turret. This bonus drops as soon as the enemies are not within sight range of the turret (mostly meaning that if you can see the turret on your screen ie middle of the lane, it gets these bonuses). There are no further bonuses beyond 2 enemy champions. If you have an ally Champion near the turret, the bonus is removed.

  2. Towers now have normalized 100 Armor and 200 Magic Resist when enemy minions are near (due to its normal reduction). Towers take 50% reduced damage from Ranged autoattacks.

  3. Regen is reworked into In-Combat and Out of Combat, this includes both Health and Mana regen. In-Combat regen increases your out of combat regen by 50% whenever you are dealt damage from an enemy champion or Large Monster. Increased by another 50% (so 100% total increase of Out of Combat regen) if you are near 2 enemy champions or Large Monsters (so if you are next to dragon and an enemy lee you get the 100%). There are no further bonuses beyond 2 enemy champions. If you have an Ally with you the bonus is removed.

  4. Doran's Blade, Shield and Ring all gain specific bonuses when you are against 2 enemy champions without any allies near you. Blade gives more AD and Lifesteal and also gives Spellvamp. Ring awards more mana and also health in addition to more mana return, while also giving health return. Shield blocks more and gives substantially more regen and health. Additionally, Doran's Blade gives 50% stats to Ranged characters. Doran's Shield is now Melee Only and it blocks 50% more autoattack damage from Ranged characters.

  5. Health and Mana regen for Melee characters is substantially increased and substantially decreased for Ranged characters on top of the changes. Characters with Mana have higher Health regen in general than those without.

  6. Red Buff now gives Health regen based on your maximum health and the slow is removed if you are not using Smite. Blue buff now gives Mana regen based on maximum Mana and the Cooldown reduction is removed if you are not using Smite. CDR bonus from Blue Buff increased to 20% from 10%.

  7. Grievous Wounds only affects Bonus Regeneration and Healing. In and Out of Combat regeneration is not counted as Bonus. Additionally, Grievous Wounds removed from Tristana and Fizz since anyone with an Assassin-esque playstyle should not be about disabling healing or regeneration.

  8. Teleport now makes Turrets immune to autoattacks. This effect can not occur on the same turret more than once every 300 seconds. Heal MS bonus removed but it is now fused with Cleanse, but you cannot cleanse your allies. Barrier now increases in power based on the number of enemy champions near you upon activation and can be used on your allies instead of just yourself. Ghost has tripled movement speed when running away from enemy champions. Ignite power increased but duration shortened.

  9. Minions now have 15 flat armor penetration.

  10. Targeted Projectiles (Ashe Autoattack and Pantheon Q for examples) have a falloff range now. They automatically falloff and disappear after 700 range traveled. Some exceptions include Twitch's ultimate. Additionally, Ranged Autoattacks deal 25% less damage if they are within 400 range of the target they are hitting.

  11. Ranged characters crits do 150% damage and go up to 200% with IE compared to 200% to 250% on Melee characters. Yasuo being an exception obviously.

  12. All Ranged Characters lose 5 base Armor, 1 Armor scaling per level and 10 base MS.

  13. Abilities that have Crowd Control (CC) effects are only allowed to have 1 CC effect of any kind. They are not allowed to have 2. The only exception is MS + AS slows. For example, Cho'Gath's Q loses the Slow afterwards (possibly longer knockup time to compensate to him specifically). Thresh Flay loses the slow. Lulu's R loses the slow. You get the idea.

  14. NO CC effect can last longer than 2.5 seconds. No exceptions.

  15. Frozen Mallet, Atma's Impaler and Zephyr have increased AD, Armor and AD respectively and are now Melee only. All 3 now have Phage in their recipe and Health in their stats. Zephyr has the Phage passive, so does Atma. Mallet steals MS instead of awarding bonus. Speaking of Phage, Entropy is now on Summoner's Rift and Twisted Treeline and is Melee Only. Speaking of Phage again, Rageblade now gives MS/AS/Health and builds out of Phage, also Melee only, and gives AD and MS per stack instead of AP+AD with AP and AS per stack. Still has the Spellvamp and Lifesteal passive. Speaking of Melee Only, Maw and Hexdrinker are now Melee Only. Also, Spellbreaker makes a return as a Melee only item: http://leagueoflegends.wikia.com/wiki/Spellbreaker

  16. You are no longer allowed/able to buy more than one Sheen item. Sheen cooldown doubled and it now deals 50% less damage to turrets. Furthermore, Sheen power increased but buying it disables your ability to crit. Zeal replaced with Stinger in Trinity Force. When using a Sheen autoattack your character will use their crit animation.

  17. Melee Only items can only be purchased by Melees, instead of just not giving a certain bonus to Ranged who purchase it. If Nid/Elise/Jayce/Gnar/Kayle want to buy a Melee Only item they must be in their melee form. If they switch to Ranged they lose those stats, passives and bonuses.

  18. Phantom Dancer passive removed. Everyone now ignores unit collision. Unit collision passives removed from relevant characters: Fizz/Hecarim/Janna etc.,

  19. All Melee Characters have a base range of 175. No base on Melee is higher or lower than 175 unless they are a special case. Aatrox's Ultimate and Kayle's E still increase their range to the same amount it does on live.

  20. Ranged Characters have 50% less base stats than they have on live from levels 1 to 11. Beyond that they go back to the levels they have on live.

3 Comments

ProfDrDeath3 votes

And here, we've another list of (at least) 15 stupid ideas.

Some of them have debatable merit.

Kingsgrave1 votes

Giving Ranged weaker early games overall Hitting 1v2s with the banhammer Giving Melees more itemization often besides Raw Damage or Straight Tank

Whats questionable about it?

Venompaw2 votes

If two people are top lane,,, they either don't have a jungle (loses cs), or they have another 1v2 lane somewhere else.

IT COMES AT A COST, that's why people don't 3v1 top lane.

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