Proposed changes to bot lane to make the game bette
stats
Crit value for ranged champions lowered to 150%
Life steal for ranged champion lowered to 50%
Items
- a lot ad, +some cost, +crit amp
-ad, +cost
+cost
+cost, -proc damage
+cost
+cost, make ignore unit collision melee only
-armor % ignore until upgraded
remove crit, +as
make active damage physical
stack faster for melee; or require 3 autos for range for every on hit
Make threshold for grievous wound proc, or reduce duration for grievous wound
Make threshold for grievous wound proc, or reduce duration for grievous wound
Champions -/+ for what they should excel or struggle at (-) for what i want of them, which may need an ability changed for it to work
marksmen
-aa dmg, +q dmg, +spam aoe, - aoe dmg (situational rapid small aoe dmg)
+dmg vs trapped/snared targets, remove headshot crits, -wave clear, +tower push (situational burst, very weak autos other wise; shred towers)
-wave clear, -tower push, +single axe dmg, make axes fall slower (very few and powerful strong aa to burst,must wait decent time before is able to do so again, requires snowballing)
longer CD on all, more refund for landing q, weaker autos (dependent on landing q, more damage in other abilities)
-wave clear, -tower push, +single target (excel at making and confirming picks for team from afar, can do little else)
- aa dmg (alot), +as, more dependent on several item [more than 2, 4 or 5] (ramp into a late game monster that needs almost full build and resets before she can melt a team)
idefk fix this thing make her possible to catch, leap speed can be based on ms or some shit like that (kalisita was a mistake)
-aa damage, -as, -base damages, -tower siege, -range (late game monster that is stationary and damage ramps up while left alone, and fall off when is interrupted)
-aoe dmg, -wave clear, +single target dmg, -tower siege (a duelist that can control fight, depents on cyling abilities to make aa useful)
-as from w, -single target damage (fuck up just teams not single people, more dependant on being able to get damage off without interruption)
+wave clear, +tower siege, -single target, -aoe champion (siege/map control god, offers little vs champion fights)
+tower siege, - wave clear, (destroys structes very fast, depends on resets on to clean up fights, cant just stand in back line and fuck up 5 ppl before they can get to her)
+aoe, minus aa dmg, -dmg, -dmg, -dmg, -tower siege (damage over extended period of time causes enemy team to be split and die if they leave him alone for selval seconds, not 1.2 seconds as it it rn so remove/lower the natural ad and as steroids from his kit)
+as, -aa dmg, +ability dmg, +wave clear, -tower seige (shitty medium range, must attack same target for aa to ramp up or use abilities at far range for heavy hits)
-dmg, -aa dmg, -early game dmg, -base dmg (shred tanks, struggle with wave clear, weaker aa vs low hp targets)
-base dmg, +scaling (item dependent wave clear, item dependent, shreds hp of squishes)
supports all ready into sub classes unlike marksmen just need item and cd fine tuning not all items need cd, if they build cd it should have more uptime, but less value, on the contract, less cd should be more effective but longer down time abilities need to be less focused only to buff marksmen, other champions as well
With the changes it gives marksmen distinct weaknesses they cant just build around opening it up to other champion that can abuse them, such as excelling at wave clear vs some that struggles. or early game champion vs a hyper carry and so on