Champion changes/balance. A bunch of champions and updating
Honestly I just wanted to give out my thoughts changes or ideas which can help balance the game. I get some of my ideas from the community, but most are (my) original ideas. I feel that I am extremely fair with the buffs and nerfs I give, do things with compensation to try to balance things out, while trying to retain the theme of the champion and what makes them fun. If I dont mention the other stats or passive of their abilities then that means I havent touched it and it will stay within the kit. Unless I completely changed the ability, then everything about it, is probably gone.
I dont care about likes or dislike (thumbs up or down), I just want your opinion. I will continue to update this if I can think of creative or good ideas in general to balance different champions.
Check out my item changes as well if you wish so: Link - http://boards.na.leagueoflegends.com/en/c/gameplay-balance/xWEviglh-item-changes-ideas-downvoteupvote-doesnt-matter-give-me-your-thoughts-boys
Check out my game structure redesign ideas if you wish to do so: Link - http://boards.na.leagueoflegends.com/en/c/gameplay-balance/zkz32JYv-game-structure-ideas-and-changes-inspired-by-the-league-community-long-indept
Here is a Guideline: from where I'll start and end Lucian Miss Fortune Caitlyn Varus Mordekaiser Fiddlestick Akali Kassadin Galio LATEST UPDATE 9/27/15 Pantheon Khazix Aatrox Warwick Wukong
Soon to come: Xin - Rengar - Mundo
-** ADC Champions**
Lucian (Power Shift/QoL change/Small Buff)
Higher base mana per level
Q - No changes.
W - Reduce to 0 mana at all levels. Slightly higher base damage and remove AP ratio. Lower CD to 12-11-10-9-8 (2s at all ranks).
E - Mana cost increase to 40-50-60-70-80. ADD AP ratio on next AA (magic damage). Increase E CD to 19-18-17-16-15 (1s at all ranks).
R - Add armor shred against the target (that only works for Lucian) stacking per bullet hit (cap at 15%). Add, every 4th successful hit on the same champion will receive bonus magic damage base off of AP.
Explanation ::: Lucian needs a better identity as a early game burster ADC caster. Because of his ridiculous short range, it makes him impossible to play late game if Lucian doesn't play perfectly but if the other team is really good at focusing then playing perfect won't even matter cause of his range. Lucian can be a strong pick, but he is the WEAKEST ADC that is somewhat viable atm. His W atm is really lackluster and making it 0 mana will make it the perfect 1 point wonder and can use it just to proc his passive early in lane (unlike 0 mana on his E where it give him free damage and mobility on a low CD if he procs his passive) He is extremely fun to play and this will bring him back as a strong early game burst ADC caster. Trinity Force will now be a viable build on him.
Miss Fortune (Rework)
Passive - Doesnt ramp up anymore and give a solid 55+MS when not being attacked for 5s.
Q - Animation scale with attackspeed so its easier to animation cancel. Both shots apply the SAME on-hit effect. Cooldown increase to 8-7-6-5-4 (1s increase at all ranks).
W - Maximum stacks at 6 and doesnt scale with ult. Passive activation removed. 4-5-6-7-8% bonus AD instead of 6%.
E - Last for 2.5 second (so doing the math for that .5s increase, max damage at level 5 would be 387+80%AP from 310+80%AP). ADD when MF runs under Make it Rain gain 70+MS and last 1.5 after when she leave the area.
R - Increase AP ratio. Remove Impure Shots increase stacks (Still apply impure shots on cast). (I made a mistake and Marthian pointed it out for me)
Explanation ::: She just has a lot of problem in her kit. The fact both shot doesnt apply the same on hit effect so only the first shot (the weaker shot) proc Sheen/TF. W passive activation is inherently useless. W stacks takes way too long to get 8.. This change basically shifting power all over the place, but is an overall buff. E is extremely good one point wonder, W do the same amount of damage within a shorter time period late game. Q is a lot more reliable as a damage sort. Good mixture of physical and magic damage will make this non-mobile ADC quite a real threat. Also Trinity Force will also be a great build on MF now as well with the Q change.
Caitlyn (Power Shift)
Range reduced to 635 from 650 Base AD lowered
Passive - Bonus damage lowered (20-25% AD) and only ignore 45% armor but procs every 6 AA
Q - Same
W - Whenever an enemy champion is caught, Caitlyn's next two AA against that champion will proc her passive (stacks) twice. Indicator to show the champion has been caught and is ready for Caitlyn to proc the bonus.
E - If the enemy has more HP than Caitlyn then the champion will be knocked back slightly. Also add - if Caitlyn hit a trapped champion (when the indicator is still up) then it will also silence the champion for 1.5s (the current trap/root duration is 1.5s).
R - Same
Explanation ::: At the moment Riot is hesitant from buffing Caitlyn because she is an early game bully, that she has the best chance of winning laning phase 90% of the time. Because of her ridiculous range early game, theres no way of really punishing her during that phase unless she doesnt know how to play ADC. She is a best champion to use when the other player doesnt main ADC because the match up is extremely tricky and if you dont know the in-&-out of bot lane.. its really difficult. But she does have a weak mid game and really lack a true identity that she is amazing at, except for being a lane bully (that still can be outplayed if played right). Currently at 51-52% win (mostly in lower elo) rate, but has no chance of getting into competitive because other ADC does more then her in general.
The change will reduce her power early game, but gives her a more reliable DPS because you can proc her passive sooner and give her more of an identity (as a zoner, decent DPS, safe ADC, jack of all trades). If the nerf is a bit hard than Riot can just revert the passive so that it does 50% as it is currently right now.
Varus (Buff)
Range reduced to 550
Passive - Now increase his attack speed base on his CDR 0.5-.75-1 (at 1-9-16) bonus attack speed per 1% CDR. Basically giving him the Azir passive. Scales better into late game than current. 2
Q - Add, passively grants him extra attack range by 15-25-35-45-55 per enemy champions near Varus. (Decent range)
W - Bonus base magic damage increase to 10-15-20-25-30. Remove AP off AA and AP ratio off stacks proc. Proc has an additional 2% bonus AD ratio.
E - Base damage lowered to 60-90-120-150 (80% bonus AD ratio)
R - Remove AP ratio. Now deals physical damage.
Explanation ::: I know this can really upset players who plays AP Varus, but imo AP varus isnt even that popular and we dont need another sustain AP DPS champion (with low ap ratio on W and other champions can just do the same role better). I believe that his AD poke caster style is much better and a lot more fun to play. We have all these AP mids and I appreciate having more AD mids that can really compete with the rest (champions like Jayce Zed Yasuo Ezreal Corki Pantheon Khazix) The problem I can see with Varus is that his abilities does not compliment eachother.
He has an extreme strong poke with Q but it keeps him from AA because he needs to stay far back so he cant utilize his W passive often. Not to mention he has strange AP ratio that most Varus players does not even build (you dont even see Trinity Force Varus). The change will help his kit compliment his playstyle. Having Azir old passive (CDR=Attackspeed) will encourage him to build more CDR in his kit and his Q will give his AA more range so it will help him apply his W on to targets (but same during laning phase).
- AP Champions
Mordekaiser (QoL change buff/nerf)
Q - Q should have a slightly lower base damage early, but have a slow increasing per hit. Remove AD/AP scaling and add HP scaling.
W - Passively when a near ally champion, Mordekaiser gets full EXP for all MINION kills. Lower base damage; when activated Morde gets a small burst of movement for 2s, Morde receive a stronger MS buff when applied with an ally champion which last for 3s.
E - Should also have a .25s root with lower base damage and higher AP ratio (75-80% AP~).
R - has to use R on Dragon to receive a dragon ghost, and it will start its CD. Dragon ghost HP rapidly goes down when not in combat, and when its near a turret or baron.
Explanation ::: There is a reason he is the highest win rate ADC, he just too tank and impossible to kill bot lane and does consistence damage. These changes will help push him more into a support role if he so please and help him more as a solo laner with a bit of CC now. Dragon ghost now won't be a free turret or baron and still have to somewhat fight for those objectives (or atleast it will be easier for opposing team to capitalize on mistakes). With the HP scaling on his Q, he will actually do more damage late game as he builds HP, giving him more of a juggernaut feel than as of a carry.
Fiddlestick (Rework)
Base armor increase slightly.
Passive: When Fiddle is near champions/Big monsters he gains fear stacks (with reasonable range). When he reach 100% fear stacks, his spells receives an extra ability. Duration last 5-8s~ with a 5-10s~ downtime where he stack fear level.
Q - Reduce duration of to 2s at max rank; Fear Q - Decaying slow after fear. Passively grants MR shred 4-20 (based on ability level) aura.
W - Reduced base damage, heal percentage (50%-70%) and AP ratio. Becomes a tether that slows Fiddle by 15%~ and silence him for the duration. Heals (that heals over time for the next 2.5s.. not instantly after tether) Fiddlestick for the amount of damage dealt AFTER the tether has ended. CD starts after tether ends; Fear W - Additionally deal damage based off of Fiddle current HP% and no longer slows Fiddlestick.
E - Command crows to follow a enemy champion. Revealing them, damaging (him and his allies) around them for the duration; Fear E - Silences all enemy champions that are damaged by this ability (with better AP ratio). Good source of damage/aoe but does less damage to a single target.
R - (Renamed) Dark Mist: After a short channel of 1.3s, Fiddlesticks blinks to the target location. Dealing damage based on 3% enemy max hp + small AP ratio (and remove base damage); Fear R - Increase AP ratio+small max HP ratio. Everyone within the AOE has their vision reduced and players outside of the AOE can not see what's happening inside.
Explanation ::: I was wondering one day, why not make Fiddlestick a semi bruiser? Not like the Bruisers we see today like Xin/Shyvana/Renekton. But like... Tanklestick? My friend used to play it in ranked 5 with us and it was really fun because people would just not expect it. It was strong, it does decent damage (no where near full AP Fiddle) but it was impossible to kill him or took a lot of time. This change will make Fiddlestick more viable without having his ridiculous aoe AP ratio killing everyone. Also help his early game, lack of cc and reliable damage (more reliable W-E) because those are the reasons why has not been played any more for maybe the past 2 years.
Akali (Power Shift/Small buff)
Base armor and magic resistance increase slightly
Q - Q proc damage decrease.
E - E can now proc Q, and cooldown increase by 1 second at all ranks.
W - Akali is given the MS buff the entire time she in under shroud and decays slowly after 1 second after she leaves. She also receive 16-17-18-19-20% tenacity while under shroud.
R - Stay the same.
Explanation
:::
The reason why Akali is in such a bad spot at the moment is because they over-nerfed her and then received indirect nerf when the meta changed to a tankier meta making it hard for her to do her job as an assassin with less targets.
I would agree when I was playing Akali, that when E was able to proc Q was one of the smoothest gameplay mechnic to Akali. But doing that would make everyone cry because they won't be able to react to Akali burst damage. Thats why I suggest lowering the numbers on Akali's total burst and give her more utility, base tankiness, and a smoother gameplay to bring her back as a tier 2 top laner.
Kassadin (Power Shift/Small buff)
Q - Damage nerf 68-91-114-137-160 from 70-95-120-145-170 (total 10 damage decrease at max rank).
W - Damage buff 50-75-100-125/150 from 40-65-90-115-140 (10 increase at all ranks).
E - Damage increase from 90/115/140/165/190 (10 increase at all ranks).
R - Stay the same.
Explanation ::: Rito tried to buff Kassadin by putting some power numbers into his R and I think it was a good start. But im shifting some laning power into his other abilities. Kassadin players will probably still put point on Q early because of the free and safe damage it does early, but to do more damage Kassadin players will have to get close and personal and land his R-E-W as well. This will be good for Kassadin because it gives him some sort of counter play, its already hard right now to flank as Kassadin in this tank/juggernaut meta where corner is a champion with CC and with Kassadin's extremely short gap closer. This will help Kassadin be more viable as a damage sort without breaking him.
Galio (Buff/QoL change) LATEST UPDATE
Base AD increase by 8 (AD per level increasing by 3.8) Attack range increase to 175 MS increase by 5 Slight increase in mana regeneration
Passive - Large/Epic monsters and Champion that damage Galio will receive 10-20-30-40+10% damage taken (by Galio)+(40% MR). This effect has a 10 second cooldown per enemy unit (5 against monsters).
Q - Base damage changed (90-270 from 80-300), and ADD MR ratio (20%). Slow removed but CD decrease to 6s.
W - Passively give Galio AP based on his MR. 10-15-20-25-30% MR = bonus AP. Reduce resistance at max rank to 70 (from 90).
E - Push enemy champions back slightly towards the direction Galio cast it (only if they are towards Galio). Mana reduced to 80 at all ranks. MS reduced very slightly to 10-20-30-40-50 but slows for the same amount.
R - Passive: "Runic Skin" (his passive) deals 50% more damage while R is channelling. Base damaged lowered (100-200-300), higher AP ratio (70%), and automatically cast W without setting it on CD. ADD (35%) MR ratio.
Explanation ::: Moving his passive onto his W will keep his unique trait (MR=AP) as a AntiAP tank. Giving him a Rammus-like passive will make more durable against AD champions in lane, but has a long CD for each individual enemies (and help Galio jungle too I guess). After that I just shifted power to where if he builds more MR he can do more damage but added more utility and QoL buff if he doesnt build MR. Increasing his attack range and baseAD/Perlevel-AD is to help him lane better and easier for him to last hit minions (since main damage spells are both skill shots). E will now help in lane to escape ganks cause now it will also slow, but Galio can chose to either cast it against them and push them back slightly or use it to escape while they walk on it (adding an additional skill cap on Galio).
- Bruiser/Fighter Champions
Pantheon (Buff/Rework)
Higher base mana regeneration.
Passive after applying 5 AA or spells, Pantheon can block any (one) single target or projectile damage for 6s (so how this work: Pantheon passive will block the first hit of ahri's Q but not the second hit, unless he is hit by the second hit first).
Q - Now a skill shot, increasing range to 650. Damaging and slow one champion in an small area (much like Galio but not AOE) prioritizing champions and low % HP targets. Slower missile speed (compare to how fast the current 'animation' looks). Reduced base damage at all ranks and AD ratio. Now can procs on hit effects and deal an additional base true damage. Killing a target with Q, Pantheon will gain a small MS buff for a short duration. 5s CD (live version 4s) and mana increase from 35-45-55-65-75
W - No longer a guarantee targeted stun. Q will now mark champions. Jumping on champions who are marked by Q will now stun for 1.5, dealing 10-15-20-25-30% more damage. More base damage at later ranks. Mana cost reduced to 50. No longer give pantheon Aegis protection (his passive)
E - Now does double damage to epic monsters. Mana cost reduce to 50 at all ranks.
R - Damage reduced to 100-200-300 and no longer has an AP ratio. Now does damage to everyone caught in the AOE and does 70-80-90% of the damage to turrets (before damage reduction, so its a pure/true damage to turrets).
Explanation ::: At the moment he is the type of champion that is either extremely strong or extremely weak, with one or two tweaks to his kit. The change will put a higher skill cap onto Pantheon to do better than his current state (better plays=more benefits without increase too much power). He will lose some damage early and a guarantee gapclosing stun; for more reliable damage late game and slightly easier time in the jungle.
This change will make him more Q reliant to deal more damage than he does currently, without having a targeted Q and stun (which has no real counter play). His passive change will let players (AA dependent champions) wait out his passive before they decide to fight. I added the on hit proc on his Q now because it will be more difficult to land (no longer targetted) and because I dont like weak champions with random AP ratios in their kit that can't reliably build Trinity Force. The ultimate change is to make him more of a unique champion. If the turret is low, he will just engage with R and BAAM the turret is gone and can no longer protect the enemy team. Pantheon can guarantee the turret won't be there when he engage if the turrets are low (it will be very effective vs inner/inhibitor turret defence).
Khazix (Rework)
Passive - ADD Isolation: Kha'Zix marks all visible enemies who aren't accompanied by any of their allies nearby as isolated. Khazix does 3-5-7% (1-9-18) more damage to isolated champions of all sources. Passive damage decrease slightly.
Upgraded Q - Every second Q onto the same targets will deal extra damage base off of their missing HP and apply on-hit effects.
W - Decrease base damage.
Upgraded W - Grants true sight when hit, and apply grievous wound.
E - No changes
Upgraded R - Runs on 3 charges (Ammo System, like Teemo).
After 10 kills and reaching level 18 he can have the ability to upgrade to his fourth evolution
Explanation ::: Khazix falls into the same category as Akali.. Overnerf and also indirect nerf because of the tankier meta. I am also removing some damage for more unique game play. I place his isolation into his passive because it is a very unique feature of Khazix and I wanted to keep it somewhere but just not his Q. This way he will still be a really good duelist but won't be too overwhelming when you are isolated. Upgraded Q will become more useful now that his Q does more damage and apply onhit effect, but he has to hit you two consecutive times and it only does extra damage if you're missing a lot of HP (Assassin Khazix).
Im thinking of nerfing the damage on his W but giving him GW so he can fit better in poke comps to help reduce sustain (and we are in dire need of AD champs with GW). Also you can upgrade this over the rest if you want to use it against stealth champions with the true sight. Upgraded R charges would be a buff because now he isn't force to use all 3 charges if its not needed and can save them for later use.
And Kha'Zix should have a way other than killing Rengar to get all 4 evo, if Rengar can get all his stacks just by killing. This will help push him back to tier 1-2 but won't be overwhelming in terms of damage.
Aatrox (Rework)
Passive - Aatrox obtains Blood of the Fallen stacks for champion kills, assists, and camps in the jungle. Aatrox gains 1 stack for killing a lesser camp, (Red buff or Blue buff) and 4 for killing a boss camp (Baron Nashor or the dragon). Aatrox gains 3 stacks for assisting in a kill on an enemy champion, and gains 7 stacks for killing an enemy champion. Aatrox gains passive bonuses when he has the required stack amount.
25 stacks: Damage is increased by 10% against enemies below 20-30-40% (at 1-9-18) of they're maximum health. 50 stacks: Gain movement speed equal to 8% of all damage dealt in the last 3 seconds. The movement speed gained by damage applied by items is reduced by 50%. 75 stacks: Gain 20-25-30-35% attack speed, increase per AA 35 cap. (Remove attack speed buff on his current passive) 100 stacks: Ignore 15% of enemy champions armor and magic resist. Idea concept by cFlame (but his version was OP though, so I toned it down a bit).
Q - Can no longer be interrupted.
W - Reworked to function similarly to Twitch's E. Apply stacks of "insert debuff name" for 4 seconds by dealing physical damage, up to 5 stacks total. Activate ability to deal magic damage enemies afflicted with the debuff while healing yourself for each enemy damaged. Damage and heal (per target) increase with the stacks of the debuff on the target. Less healing versus minions. Now also has a decent CD. Ability concept by: "http://boards.na.leagueoflegends.com/en/c/gameplay-balance/9NGEJbVz-rework-concept-aatrox-the-darkin-blade" - Smithney.
E - Slow reduced to 2.5s at max rank and base damage nerf. ADD pass/hit through minion will auto aggro the first champion hit, and increase ally champion (that are hit by the ability) damage by 6-7-8-9-10% for 5s.
R - (Rework) Increase attack-speed of allies in the area (and himself) during activation by 20% for the duration, and further increasing his own attack-speed by 6% per each enemy champion hit. Each enemy champions hit restore 10% bloodwell passive.
Explanation ::: Aatrox is just in a bad spot right now, being a confused fighter or squishy DPS champion (not to mention his kit really doesn't fit his theme/lore). The E And R change will be a better fit for his theme as a commander, trading some raw stats and damage to help his team! Minion aggro can hit like a truck if done right and it forces them to move out of minion range and lose cs. Since he will lose some numbers in terms of damage and stats in a clear 1v1 scenerio, this new kit will benefit his team better by giving him 10% more damage (which isnt great early but strong late) and 20% attack speed. Also now that Q can't be intterupted, it will just make his kit more reliable. Better laning phase, better teamfights, worst 1v1. Aatrox will now gain increase in numbers if he farms well and gain stacks.
I got this concept from " http://boards.na.leagueoflegends.com/en/c/gameplay-balance/Fp2bOgzn-warwick-rework-concept " from The True Bard. You should check out his thread post and look at his idea. I'm just working off of his concept because I thought it was interesting.
Warwick (Complete Rework)
He badly needs a Visual Rework as well....
Base hp per level increase slightly.
Passive - Warwick deals 3-9-15 at 1-9-18 (+3/5/7% at 1-9-18 targets missing HP) magic damage onhit. Warwick heals for 3-9-15 at 1-9-18(+3% Warwicks missing HP + bonus %AP). On killing blows, this heal is doubled.
**Q **- Warwick strikes twice (spell + one enhanced AA). Cleave a small area infront of him that does aoe damage base of AP and heal him base of %damage dealt (capped against minions/monsters), after his next auto attack will deal a bonus damage base off of %target current HP+1.0AP. Slightly longer CD
W - Passively grants 4-8-12-16-20% tenacity. Passively gain MS when running towards champions with MORE than 50%HP (hungry for healthy/more blood). Active: Reveals, damage (based on missing HP) and slows all targets under 50%HP for 45-55-65-75-85% for 1.5s that are near him. Loses his speed against champions with 50%HP+, but runs faster towards champions UNDER 50% HP. When (W) is on CD, Warwick loses all his passives. (Gain animation when running faster against %50+/- HP champion.
E - Instantly leap a small distance (500-550 range at max rank~) to a targeted enemy champion location, damaging base off of bonus AD (dealing magic damage). Passively granting him 10-15-20-25-30% attack speed and is doubled when facing a champion with under 50% HP.
R - Warwick starts to howl, setting a mark where the moon cast its light. The moon ray onto a small area and damage any champions in the radius dealing true damage based off of total AD. The closest champion in the middle of the SMALL aoe (amount the size of Leona's Ult if not a bit smaller) are suppressed for 1.5s, and champions who are in the rest of the radius are rooted for .3s. Also has a 0.6s delay (before it hits) with decent range, 1.5 second channel time (so can be interrupted, but moon light/ray can only be visible by enemy champion within the last 0.4s of the cast).
Explanation ::: Basically make his kit more revealing and have a sense of a true identity. He was made with the theme of being a werewolf bruiser that has insane healing and does mix damage, this will give him the best of both world. Now in lane he can't instantly gain a bunch of HP if he Q you or a minion and can only heal more if he Q a couple minions and a champion. Also if he wants to do more damage he will have to get up close and personal to proc his second hit.
Since his Q is now AOE, he will now have a decent jungle clear. His pre-6 ganks will be a bit better since he has a situational slow and a gap closer. Now he has to pick between more CC/utility with W second max or more damage with E second max. His R is now a skillshot but is better then the current one because it can hit more targets. His R no longer gives you free sustain with passive but Warwick gains tenacity on W to be a better tank (harder to CC). Loses his insane MS buff when a champion is under 50% and can runs away everytime. No longer gets massive attackspeed (against all champions/turrets/everything) and attackspeed aura for team.
Wukong (Power Shift)
Passive - Gains a base of 5 armor/magic resist; stack change (visible enemies) to 2-5-8 from 4-6-8
Q - Increase AD ratio by 5% (10% - 15% AD ratio); Mana cost increase to 45 from 40
W - Passive: When Wukong enters a brush, he gains MS (x number by his current MS) that decays after he leave. MS steroid is doubled if he's stealth (while inside a brush). Active: Wukong enters stealth for 1.5 seconds and leaves behind a decoy of himself which, after 1.5 seconds, vanishes, (weak) slows and deals magic damage to all nearby enemies (slow increase per ability's level); Higher mana cost at all ranks (60-80). (basically giving him a situational MS steroid and CC)
E - Same
R - AD ratio down to 100% instead of 110%, base damage change to 30-100-170 from 20-110-200, and MS steroid removed.
Explanation ::: In all honestly I dont really think he needs change, but when he is fed I guess he's overbearing (mostly if the player knows what hes doing). But he won't see much competitive play because he still gets countered by heavy disengage composition and theres just better champions to fill the same role with more self-utility (or more damage). My suggestion is remove some of his power from his R late game , but he will have a better passive in general and his W will be more useful to him in the jungle or even in top lane. While still having a core weakness of having no sustain.
With the W change, it will differentiate the good Wukongs to the great Wukongs by how well they can use decoy to deceive their opponents. Doing the math (for R) with 200AD currently is 880 damage (single target, without calculating AOE damage), with the damage nerfs I suggested Wukong will deal 720 (both without calculating armor or armor penetration at max rank for full duration).
