Lets help Riot out with some rework/balance Ideas shall we? :3

Jeanne fan club·6/21/2016, 8:30:44 AM·3 votes·288 views

The purpose of this thread is to help Rioters with new ideas for reworks/balance/power redistribution without jumping to the suggestion of "gutting" a champions kit. Just saying something is op and needs to be gutted doesn't help Riot think of a way to fix the problem.

I think that it would be productive to talk about things that may make this game more interesting, and maybe even help Riotiers out with future patches or reworks :)

Although they may just be ideas, anything can spark some inspiration for the guys working with gameplay and balance.

People seem to want Riot to come up with all of their own solutions on every single problem in the game without ever giving them enough time to figure out what might fix the issue, however we don't give very much back, and a lot of the time we don't even appreciate when Riot does something nice for us. I think its time we try and give back one way or another.

Also, please keep the dynamic queue suggestions out of this thread, I think they get the idea that they screwed up on that and they are working hard to fix the problem. Sure there are flaws with Dyanamic queue but complaining about them wont solve the problem faster.

Feel free to leave ideas for any champions or items regardless of the champions winrate/banrate etc.

I'll just start with a few that might be interesting.

KogMaw - New passive: Magic engorged Maw - Each minion killed gives KogMaw .4 extra ap. KogMaw kamikaze passive really defeats the point of him being an adc, its odd and doesn't amount to anything particularly impressive relative to other adc's passives that offer attacks speed or ms. Though giving KogMaw .4 ap per minion killed seems very weird for an adc, it may help him gain a foothold to start scaling. The avg farm for a KogMaw adc is about 200. This would mean that KogMaw would be gaining 80 ap from minions by the end of the game. This ap can give a nice damage boost to all of his abilities, and maybe bring him back as "the" tank shredding monster considering he will have more flat damage to work with to survive early game, and a bit of a platform to achieve an even stronger late game.

Diana -passive attack speed buff: sequenced aa's - New E passive slightly increases Diana 's attack speed each aa in her 3 hit combo. (first hit: normal speed, second hit: increased attack speed, third hit: even more increased attack speed, back to first hit: normal attack speed) Diana is pretty much useless Pre-6, and in a lot of situations pre-6 is the most important time for a jg to make his/her move. This may not be the case for some late game scaling jg's like MasterYi , but Diana is a special little snowflake in the sense that she is snowball reliant, but can't start snowballing until lvl 6. The attack sequence speed thing would help her slightly when clearing jg camps, and when fighting enemies that don't die in her combo. This probably wouldn't fix any problems, but it would be nice to see some sequencing in auto attack combos, kinda like in smite. I think it would add a bit of liveliness to the aa combo.

Mordekaiser ^ basically the same but with his Q 3x aa combo. Everyone who has ever played Mordekaiser knows the pain of trying to get anywhere near an enemy to use his morning star of massive damage, and the pain of trying to use it without being kited across the rift until you get stuck in a tree (the spooky one)->Maokai. Giving Mordekaiser this Q consecutive aa bonus would make it much more rewarding to get close to the enemy, and would also punish them for making that foolish mistake.

Heimerdinger - turrets gain a stack of attack speed per minion killed/ large amount for champion. (like Varus passive but with Heimerdinger turrets) ~10% per minion stacking up to 5 stacks decays over 2 seconds killing a champion gives 3 stacks <- something like that The heisindong doesn't have much of a passive to start with, its good for team fights sure, and can keep his turrets alive for a little while longer, however, Heimerdinger is the split push king of the top lane, and his passive should be something that reflects that in my opinion.

Aatrox <- such a silly champion - W gives properties passively rather than on every 3rd hit I think the main problem with Aatrox is the fact that he requires so many items to get started, on top of a very squishy early-mid game where you have to hope to god you can drain tank the enemy top before you get bursted down. Perhaps making his w apply a reduced version of the heal/damage every hit instead of just the 3rd would help him out just a bit. Maybe the damage portion of his W could scale off of his current hp instead of a flat damage buff so that he becomes much more useful when building a titanic or a tank item first, instead of getting insta-deleted when rushing a item 3153 or item 3074.

Ahri <- oh boy you could tell I would talk about kitsune when you saw my username. New passive : Unstable essence. Enemies hit by ahri's abilities have their essence burned, damaging enemies around them (roughly sunfire cape range around them) for ~3 seconds. (minions would take very little damage, but champions would take the standard amount, and if multiple champions were in range of each other, the damage is increased by 50%, kind of like how Zyra's plants work) A lot of people will disagree with me when I say this, but Ahri has lost a lot of her carry capacity this season. As an Ahri main since I first started league, I sadly have to say that I have taken to playing team faceroll champs like Viktor just because they are significantly more effective than Ahri is. Its just anecdotal for my reason why she would need this rework, but I really just cant find anything that Ahri would have an advantage in other than mobility, and mobility can't carry games as well as a Zyra Swain or Brand can currently. (sure there is Fizz andKassadin who rely on mobility but their single target damage is significantly higher than Ahri's, and they snowball MUCH harder than her as well) . I feel as if she is left in an awkward state where she doesn't do nearly as much damage as the assassins, or the aoe faceroll mages and she has been outclassed so much that sharing an average trait between both the immobile teamfight mages and the assassins has caused a burden for long time Ahri players who just cant crank out enough damage to keep up with most other midlaners, regardless of the items Ahri has. I'd gladly get rid of, or have a reduced version of the Q ms for a passive like this.

Lissandra E Aoe damage, and passive. Considering a rational Lissandra player uses her E to divebomb the priority target of the enemy team, It seems reasonable that her E should have some sort of aoe aspect to it (other than its pass through enemies damage). Perhaps if Lissandra E had an aoe slow wherever she reactivates it she would be more useful as a teamfight mage. It probably wouldn't need to do damage, but a slow would certainly help set up that wombo combo faceroll nuke from the rest of her team, and maybe help her winrate as well.

I'm honestly stumped with her passive, its pretty bad in mid-late game, but her abilities cost so much mana in the early game. Since Lissandra tends to Try and cheese some poke while hitting the minion wave in lane, maybe she should gain a % of mana back every time she slows/roots/stuns a champion?

Deathfire Grasp (no icon sadly) This mastery is extremely difficult to balance, considering how well it can stack with a DOT champ with liandries. On top of the fact that If it gets buffed too hard, single target champs would be able to benefit way to much from the 4 second burn. I think that it should be reworked to do slightly less damage, but be able to refresh instead of having to wait until the mastery wears of in order to apply it again. Or perhaps the only change it needs is to refresh and no numbers need to be touched. IDK the answer here, but It would be nice seeing a mastery for aoe, teamfight focus (hopefully deathfire) and a mastery for assassination and instabursting targets (thunderlords).

Last thing I want to mention before I finally post this (been working on it for an hour now) is a pretty big rework to item 3190 . item 3190 <- this item is SO GOOD for when you need to build the mr for the team, but your team needs to finish their core before they can get some defense. However, when I need to build armor for the team I'm limited to item 3143 or item 3110 . If there was some sort of compensation to item 3190 so that it could give aoe armor as well, there would be much more possibility for tanky supports to carry right now. Perhaps remove the hp regen and lower the hp from the item, as well as raise the price would be a good compensation. I would really love to be able to deliver both mr and armor to my teammates to help keep them alive in teamfights so that they can focus on their core items before they have to worry about building resistances.

well that concludes this MONSTER post, I hope to see what the community posts in the comments for rework ideas.

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