I have several complaints about game balancing

McDonaldsTrumpet·9/5/2018, 6:07:01 PM·1 votes·946 views

> #Hello everyone!

In this thread, I would like to discuss what I am unhappy about in League of Legends for a very long time, should not say several patches, probably since season 6.


##On the first look:

  1. Juggernauts - I don't approve this class of champions for several reasons. First of all, they are actually strong at all points of the game. Second, I think they all have their damage too high, that it exaggerates marksmen's damage. I have a couple of nerf ideas, which are only suggestions, not to be taken seriously, as they may seem incredible to some, because I am just a silver player, but on the other hand, the numbers I will show can be a subject to change.

#Darius, the Hand of Noxus

Passive ability: Hemorrhage

Side-note: This ability is very similar to Talon's passive, seems not very unique, so I will change it up a bit.

The first 3 basic attacks bleed a targeted enemy over time for 3-21 (+10% Total Attack Damage) Physical Damage over 3 seconds and have 15% bonus attack speed. At 3 stacks, the damage will change to true damage. Every new stack refreshes the duration.

Cooldown: 8 seconds, after the buff ends

Q: Decimate

Heal % max: 10% max health (not missing) Heal % per champion: 4% max health Damage: 20/45/60/85/110 (+110% Total AD) + 3% for each bleeding stack from Hemorrhage as physical damage Cost: 60/55/50/45/40 mana Cooldown: 12/10/8/6/4 sec

No longer bleeds enemy.

W: Crippling Strike

Mana Refund on Kill: 50% (instead of 100%) Cooldown refund on kill: 70% (instead of the current 50%) Damage: 102/104/106/108/110% total attack damage + 2.5/2.75/3/3.25/3.5% bonus HP Slow %: 5/7/9/11/13% Slow Duration: 2 seconds Cost: 60/65/70/75/80 mana Cooldown: 14/13/12/11/10 seconds

E: Apprehend Stays the same.

R: Noxian Guillotine Bleeding stack damage: Removed Damage: 60/120/180 (+100% bonus AD) (+1% max HP), increased by 1% for each 2.5/2.25/2% health the enemy is missing as physical damage. AoE Fear on Kill: removed On Kill effect: Darius gains 25% bonus movement speed for 3 seconds. Cooldown resets completely. Cost: 50/25/0 mana Cooldown: 70/60/50 seconds


#Garen, the Might of Demacia

Passive: Perseverance -> Scent of Baron Nashor Just rename it, nothing else.

Q: Decisive Strike On top of having a Baron Nashor passive, we don't need a CC here. Silence on hit: removed Slow Break: removed Damage: 20/40/60/80/100 (+125% total AD) physical damage Cooldown: 8 seconds

W: Courage Passive - Armor Stacking: removed Active - Damage Reduction: 20/30/40/50/60% for 3 seconds Bonus Active - Tenacity: Garen cleanses all of the debuffs on him upon cast. Cooldown: 26/24/22/20/18 seconds

E: Judgment Spin Times: 6/7/8/9/10 (spell level up, rather than level) Armor Penetration: removed (I don't need 2 Black Cleavers in game, so no thanks) Damage: 30/40/50/60/70 (+30/35/40/45/50% bonus AD) physical damage on each spin Damage Bonus on Single Targets: 5% as true damage

R: Demacian Justice Damage: 250/375/500 + 20% of Garen's HP Regen/5 sec (that's a new mechanic, beware of your passive) as physical damage (we already have true damage on his E, plus what's the logic of having magic damage, makes everything hard to escape, MR is too expensive anyways, and it's not worth it against AD-based champions) Villain: No longer deals damage on basic attacks and E but if the enemy is a villain, Garen will deal 2% bonus damage for each 1% of health the villain is missing as additional true damage.


There are plenty of champions I'd have to cover here, but these are the 2 major examples. Please, take your opinion below in the comments.

  1. Marksmen - I mean, why do ADCs have to start with a Doran's Shield? Can't you just increase their base health by 10 and give them 1.4 HP regen/sec? They are very weak in general anyways, that's not going to bring any harm.

#Itemization Changes

item 3031 Infinity Edge Damage: 70 -> 65 (you might want to see why below) Recipe: item 1038 + item 1036 + item 1036 Cost: 3600 -> 3700 (you will see why again)

item 3095 Stormrazor Damage: 60 -> 35 (you will see why again) Cost: 2800 -> 3500 (I promise you something good, okay?) Guaranteed Critical strikes: Every 3 seconds out of combat (decreased by attack speed, at 2.00 attacks per second the cooldown is removed) a critical strike will occur, dealing 150% damage, increased by 1% for every 1% in critical strike chance (up to 250% damage) and increases the movement speed bonus to 10% for 1 second. Attack Speed: 35% -> 25% (you saw why) Movement Speed: +5% Movement Speed Critical Strike Chance: 25% Recipe: item 1037 + item 3086 (I mean, it makes sense)


That's what I will cover on this thread as it will become too long, it's just personal opinion, nothing else.

11 Comments

Hμghes9/5/2018, 6:25:02 PM4 votes

no

Doge20209/5/2018, 7:26:11 PM4 votes

TF are these “nerfs”? You are almost straight up gutting Garen! Garen needs his q silence so he can stick to a target for e and r, he has no other kinds of CC so he needs the silence and the slow removal to try not get kited so much. He needs that w armor and MR so he can tank damage easier (both in tanky builds and glass cannon ones), not gonna lie the complete CC removal looks nice but I would like skill expression in his w. He has the BC “passive” because his damage on e is super bad unless you max it (and rn you don’t max e that much at all) and the armor reduction helps Garen deal with extreme tanks like Cho easier.

Well garen’s magic on his ult is kinda because summoning a huge magic sword would make sense for it to deal magic damage. The point of it dealing true damage on the villain is so he can easily be able to shut down a target and get the shutdown gold for his team. And that magic damage is based on missing health, so not only is the damage being reduced by MR but it also deals less damage the more health a target has.

The point of the villain mechanic is to express shutdowns and to force the team to peel for whoever has the villain to prevent the Garen from killing an important person on the team, like the ADC or jungler. Both of the juggernauts that you “balanced” are fine right now, Garen received a nerf to his q this patch because the q buff a few patches ago made him one of the best toplaners and he became super oppressive with q max.

Critmaster Garen9/5/2018, 10:15:32 PM4 votes

imagine what the gameplay board would look like if there was a rank threshold on being able to post, upvote or downvote here.

i wouldnt mind grinding this account up to plat on a 200 ping, if shitposts like this by unqualified players would just get blocked from the start.

The Bad Touch9/5/2018, 8:16:44 PM1 votes

Too long. Don't really care.

ZephyrDrake9/5/2018, 8:29:04 PM1 votes

So you want Garen to be as useful as a minion? You literally removed everything that let's him function for what is essentially more damage?