I have several complaints about game balancing
> #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:
- 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.
- 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
Infinity Edge
Damage: 70 -> 65 (you might want to see why below)
Recipe:
+
+
Cost: 3600 -> 3700 (you will see why again)
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:
+
(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.