Simple Balance Changes
Some elements of this game, particularly the balancing, can be an annoyance to us all. Here's a list of things I would like to see changed, sometimes because the item simply doesn't function as intended.
Conqueror - This keystone should not be stackable on minions. Without this function the keystone could be balanced around long duels/skirmishes which was its intention, instead of a powerful domination tool in lane (especially when ahead and able to control the minion wave). Bring a compensation buff if need be, but this mechanic should change.
Lethal Tempo - This rune is so confusing. Who is it meant for, exactly? It's confusing how it only lasts for 3 secs after investing in its activation. While it can be good, it's outclassed by other more reliable options. How about make it take 1 second to activate, and then have it ramping up to full power over the next 2 seconds and maintained for a further 3 seconds? It would make more sense to who it could be used by then.
Phase Rush - This rune just isn't as fun as it was as Stormraider's Surge. It used to be a niche pick on a few champs and was the most fun mastery IMO. Other masteries got buffs into runes, this one feels like a nerf where it's easier to proc but less rewarding. Bring back the Stormraider's Surge - require to take 30% of max HP from opponent in 3sec to get a 40% movespeed buff.
Kleptomancy - Can we rework this potentially fun rune? It was balanced horribly first time around and has been gutted now. Change it to remove the gold-generating element and instead have it give more things like permanent stat increases (drop 2 armor). Also make these drops easily contestable kinda like Poppy/Zac passive and give it a cooldown so it's not abused by GP/Ez. This could be the most interesting and fun keystone. Instead it's in the gutter of forgotten dreams.
- Remove stacking element on minions. Allow it to stack 2 more times before giving the full on-hit passive. This will turn it into the long-trade item it is meant to be rather than the item to abuse in minion waves.
- Why are we still front-loading power into items like these? And stacking the power? Items like these can't even be balanced effectively since up-front burst is so important, their passives need to be changed not balanced.
- Infamous item doing exactly what DFG used to do. Mandatory for assassins in particular. No problem with the concept of the item, but again putting all of the power as front-loaded is silly. Remove the damage on passive, increase the slow duration slightly and give different power such as 2 secs of increased lethality.
This is before we go into the huge amount of damage right now. I genuinely think giving everyone +5 armor and +5 MR at the start of the game would be a simple way of band-aiding the game to improve things until proper balance changes are brought out.