Wall of text. This is how I would ~~fix~~ improve entire game in 1 patch

Poske··3 votes·640 views

If you are a Rioter looking where league can be improved you might want to read this, it is strictly gameplay focused. I do believe I have good solutions for alot of transperent and non transperent issues in league.

This thread is more so here to inspire Riot or point out stuff which can be done better or havent been considered. Sort of what I would do if I were a one pulling the strings in 1 Mega Patch.

CTRL + F and scroll below Gold letters for in detail. But this is TLDR

#Support role Should be more fun. By Reworking minion waves they would enjoy interacting with allied winions.

#Reworking minion waves.

  • They would Be more off a threat and punish poke more

  • Minion with pernament focus even if champs AAs him

  • 2 long ranged (550) Minions who Aggro even from Abilities

  • Medium ranged minion which does AOE damage

    Minion Block rework

    Scroll down for in detail.

    #interacting with allied minions Features: * Default leftclick (normal cast for abilities has priority), Interacting range Varries 300-550 range depending on minion. * You cant interact with an allied wave up until it colides/if you kill enemy minions + 6/7sec. (To prevent non supp abuse). * So how would supports have fun? click a rambo minion (1 per wave) to deny him (low hp) he sets of to heal nearest tower. * Send a minion (2 per wave) to buy and carry you an item, It costs a bit more, as you send it enemy instantly gains its exp. * Stun an allied minion to shorty after gain burst of movementspeed. Universal helps both pokers/catchers, slows down a push. * Force a minion to create a minion block with nearest minion (Doubles both minions attackspeeed). Bumping a wall defuses it. * Everything is once per minion. You ll probably see all abuse cases taken care of if you read it in detail

#Helping melee champs

  • There is a high damage melee anti poke minion with pernament focus, there are 2 anti poke minions who respond to ability poke.
  • Permanent focus minion is easy to isolate and farm for melees, 2 out of 3 Ranged minions are vulnerable to melee backstabs.
  • Minion block It would be more suited for melees giving them oportunities to strike, Higher melee hitbox = less minionblock.
  • Exhaust reworked to Brand W like skillshot (can only hit one target- most precise on) This one ll be hard to explain.
  • New Bruiser keystone allows you to rotate around target you recently autoattacked so that melees can actually dodge and teamfight in 2k18.
  • Crits would hurt less, Penetration items would penetrate less, maybe bruiser wont be forced to buy 5 tank items and MELT REGARDLESS.
  • An item which allows you to jump if you are knocked up on last champ You Auto-ed (Can be used even while airborned)

#AD Carries do Burst per second (In other words they do to much damage). Crit Dmg nerfed to 150% (200 with IE). Duskblade and Last whisper line nerfed.

  • Direct Kog Maw nerf. Every ADC is going down in power with LW-line/Crit/Duskblade nerfs, Kog minds those the least.
  • I do realise that every AD assassin except kha zix is UP without duskblade other lethality items would get some power.

#Crit is still RNG based,

  • It wouldnt be with my crit itemization rework, dont worry big numbers would stil appear.
  • With crit items you would crit every 4th autoattack starting with 1st/2nd/3rd/4th depends on item/itemcombination.
  • Marskman would do less damage, but I assume Marskman ll enjoy controling/knowing when they crit.
  • Crit Formulas have 5 second combat cooldown think of mobility boots, this way you cant prep a crit (A=auto,C=Crit).
  • Items which build into Big Crit items dont give crit themself. They give bonus dmg on next auto every 30 sec.
  • Rengar jump crits equal to 200% of AD to prevent nerf, Fiora Crit scales per E level already 140/155/170/185/200%.
  • Yasuo gets bonus A,A,A,C crit formula for every crit item he has. 1crit-item A,C,A,C,A formula 2crit-items C,C,C,C,C.
  • Ashe Q gains Damage for every crit formula. Ashe will know when Her AA has strong slow, no more Zeal/Cloak spike.
  • Trynda - I dont have good easy solution sadly so rework. Given that I am not current Trynda main wont suggest stuff.
  • Gangplank knows when he ll crit? Barrel now only ignores 30% of enemy armor rather then 40%. Crit dmg is weaker anyway.

#OP items

  • Duskblade should lose some power for other lethality stuff, LW & Void Staff Break Game balance on large scale.
  • I am in no way shape or form claiming that we shouldnt have %Penetration items but not at so high %Values.
  • Same is with grevious wounds the % is to high. Reduce it to 20-25% but make it impact shields aswell.
  • Mr and armor might need slight early game nerfs if defense wont be useless mid-lategame. Aim cloth and mantle

#AP itemization

  • Voidstaff and Nomicon are the last top tier AP item both sadly just happen to be toxic for a game.
  • Bassicly bunch of new item ideas, More ~1500 price point items added (guise is the only thing we have).
  • I dont have to convince anyone this is required. In 2k18 ap itemization is getting rework by Riot. #New AP item ideas
  • Scroll and read them if you want

#Snowball There is healthy and unhealthy snowball. Clown fiesta atm, so here are my global changes:

  • Ambient gold reduced to 1per sec, This always ampliffied snowball. items scale with items. Supports got new way of gaining gold (denying).
  • Global tower gold reduced to 80 (from 100). Amping their tankiness/damage is strictly worse call + Riot already did both.
  • Close to turret gold gain reduced 200 (from 250).
  • First tower bonus gold reduced to 150 from 300 (It never had to be at 300 to prevent laneswaps, 1vs2 lane is easier with my changes).
  • Botlane tower would be slightly tankier because of that rambo minion which can be denied (since supports are at botlane).
  • Baron global gold reduced to 200 from 300 (225 killing blow). I want it to be less rewarding due to suggested smite advantage
  • Baron lasts 20 seconds shorter, No more empovered recall-riskier call, Minions ll carry items for you rather better then backing.
  • If you autoattack baron/dragon 3 times/fiddledrain it your smite does 50% More damage to It. To make objective securing less cancerous.
  • Infernal Drake now gives 5% dmg reduction instead of more AP/AD. Reasonings in detail below do have good reasoning.
  • Mountain Drake now gives 200 local gold and Global EXP(Gold at 18). Reasonings in detail below I do have good reasoning.
  • Inhibitors now give 200 local gold (up from 50). Why would you give the enemy team free waves without incentive.
  • Death timers now only scale per minute not by champion level (doesnt punish people who are ahead and carrying).
  • Death timers reduced in general, (1 per minute capped at 45) because there would be way less recalls due to minion which can carry items.
  • Destroying atleast 1 nexus tower removes the homeguard effect. Incentive for Splitpushers / partially becase of deathtimer reduction.
  • First minion wave can again be blocked. It is just an interesting way to start a game unlike invades (of course you can still invade).

I would like to note that my changes make much more sense as combination then isolated. Scroll down for Gold snowball for more reasonings. T

#Helping melee champs, Reworking minion waves, Minion block rework

New wave = 6 minions + ocasional siege (didnt change siege)

*Minion LARA - Medium range (350), Aoe thunder attack. Killing this minion ll really slow down enemy push since she can hit more at once.

  • Highest damage on minions, does magic damage

*2 Ranged Minions LASELGO - High range (550) + Damage (40+2 per lVL AKA the poke punishers). Vulnerable to melee backstab

  • in comparison to caster minion higher range and damage (thats the goal atleast quite sure this are bigger numbers)

*2 Melee sword minions ZUZI 3- Melee minion More gold and exp compared to others, quite tanky. They aggro even from ability poke

  • So if ability pokes you this 2 ll get mad.

*Melee minion RAMBO- Aggros champions permanently if they attack him / or their champion overlords. Again punishes poke, easy to isolate and farm out.

  • Highest armor,mr, HP, higher AA range then ZUZI 160>100

Minion formation would be: -----------Z= ZUZI, L=LASELGO, S=LARA, R=RAMBO, C - THE USUAL CANNON --L--Z-----First minion wave can again be blocked with champ hitbox. This formation is harder to block C--SR------People used to us this tactic in a past to slow down every minion except the first charger. --L--Z-----In doing so you could create a freeze/ make enemy lose 1 minion while they are helping blue. -----------Rambo minion is the tankiest, if you manage to help him lead a charge you can create a slow push.

Minion wave would be a bit wider (Body blocking first wave would be slightly harder) Blocking minions specially first minute could create interesting wave setup/tactical formations Melee champs could arrange their waves easier due to bigger hitbox and ussualy more Movement speed

More fun at a start of a game Does anyone like those cheese invades/scountings where you arent doing anything but have to be on alert... First 2 minutes of a game most players spend doing nothing thats boring...

#Minion block rework, Helping melee champs

  • Minion block is annoying mechanic in league if we can even call it mechanic, its rather a nuisance. So here is a rework suggestion
  • if there are 2+ minions near eachother their shields create a wall/block (insert visual, minions shields combine)
  • If you bump a block/wall created by 2+ minions it breaks. Easier,faster with champion which have higher hitbox.
  • Champions can push minions by bumping them (easier with higher hitbox). Bumping enemy minion aggros you (bumping is not a cc).
  • It should be noted that if you are just passing by enemy minion you wont bump EM (requires a bit more effort)
  • An example: Teemo starts poking irelia. 2 ZUZI minions aggro teemo.
  • So a Teemo suddendly cant chase because 2 really Rioty minions (the puns xd) rush and wall up infront of him
  • Or in a case the minions rush behind him his escape plan ll get complicated if ire decides to strike
  • if minions are moving they space out slightly de-fusing a wall. Important once you start thinking in depth

Obviously minions dont stop their typical actions like autoattacking just because their shields wall up.

As far as minion wall dimensions. I suggest like 150 range long 20 range thicc Some crazy Bard, Poppy, Vayne interactions are obvious, they can extend jumps to

#Support role

Support role is the least fun role. their impact is good not arguing that. Most of autofills are on support role by far however

So we need something which would attract support players. I suggest giving them a way to interact with their own minions Other roles get great joy from interacting with enemy minions, I think supports should get that from allied minions

Generaly fun scales the more you interact with game. Champions who requires lots of clicking are generaly really fun/popular. Champions who require lots of mental APM are also really fun

Supports do ocassionaly help carries Farm/Push or farm themself but eh still not enough for moajority of us. Targon,Spellthief,Coin did improve Support interaction but it still kept being most boring role for majority.

I am certain that my suggestion is better then what Riot is curently doing.

With Riot pathetic attempts to make support role more fun Riot fked up some serious stuff. Global Gold per second (Ambient gold) is to high because of supports. Items scale with items (entire adc itemization)

*They actually think they can fix support gold income with 1 gold generating item. They didnt find solution for that in what 7 years

If that gold generating item ever starts doing its job it is going to get abused in other roles. If they ever make insane support items like redemption/ardent/bulwark. Other roles like tanks ll get those items before supports since they have gold.

All 3 items were broken in other lanes at 1 point. Frostqueen Brand mid / malzahar mid. Targon hypercarries. Coin gankgplank and whoever uses it All because Riot is forced to put Support scalling / influence in 1 line of gold gen items

If this new sighstone support changes Riot planned go through. Expect Lee sin building it and becoming most insane warder. This is just a prediction

With gold gen masteries/runes gone. It is extremly transperent that the trio gold gen items cannot carry support scalling weight without getting abused by gangplank and whatnot The trio gold items had struggle carrying support role, new season rune rework even gave them extra weight. Also reworking Masteries every Preseason is getting reppetetive

1 Riot way of making sure Midlaners dont abuse ardent was by not making any other Mage item give mana regen (mana instead). So that Athene doesnt suddendly give 100 ap by itself for Lux mid while she builds nomicon and ardent. That one was clever

#interacting with allied minions, Reworking minion waves, Support role

Left Click any of this minions from 300-500 (Varies per minion, range for a different effect) Cast time standardly is 0.2 seconds You cannot interact with allied minion waves up until 6/7 seconds has passed (insert visual) since they collided. Those who farm also have to wait 6/7 seconds We want supports to interact with waves Not those insane tempo champions like Yasuo

  1. Send a minion (Melee minion Zuzi,2 per wave) towards your base to buy and bring you an item. You have to pay extra 25g (extra 40g if its consumable) Some balance notes:

*enemy instantly gains its experience. (so after you click on him 1 second later the enemy gains its experience and minion starts heading to base) *enemy can kill a minion before it even reaches a base in which case they just potentionaly got 2x experience of 1 minion XD (yes it is risky as fk) *minion stops moving if you are dead as you dont exist till you exist (Wait wut o.o), They drink coffee in meantime. *Once minion hands you an item (reaches your champ hitbox) he goes to a closest lane you know typical minion behaviour *it takes 1 second for a minion to recieve an item in base, 1 second for him to hand it over, 1 second for him to start walking towards base. *they carry 1 Item at time. DO U EVEN LIFT BRUH (yes even just 1 potion) *You cant order the same minion twice, Yeah just go find his brother / sister / apache *If enemy kills a minion as he is carrying an item. well you dont get an item, 80% of its value refounded to you (might require diff value) *Minion speed is typical. Dont make poor minions chase you everywhere it can be costly if they die as seen above. *After 20 minutes in game. You no longer have to wait for minion wave collision + 6/7 seconds in order to interact with him.

So you pay 3800 + 25 FEE for IE. Random proxy singed kills a minion carrying IE. you get 80% of 3800 gold back. You would lose out on 760 gold + 25 FEE you lost earlier XD So maybe mini singed nerf in advance given that it buffs his proxy. Granted singed ll also struggle reaching his own currier minion

There is one transperent issue this ll cause. Lethality assasssins sending minion constantly to get those longswords since everything builds out of longsword.

Now I assume that probably wouldnt be OK, mostlikely smart change would be to increase the reward of getting BF/Pickaxe apply the same to Mage and tank itemization. Example: Curently getting BF is 107% efficient getting NLR is 104% efficient. Make sure those are somewhere at 120%

Snowball - this minion would have insane benefits for healthy & unhealthy snowball.

  • This minion increases game tempo/snowball since there would less recalls and walking to lane if ahead - good for individual carrying
  • Because of the above change DEATH TIMERS are reduced to (1-45) 1 per minute (max being 45) - no longer scales with champion levels at all
  • Since it doesnt scale with levels you ll no longer be punished hard for dying while you are individually carrying which is good
  • Walking to lane is boring, Being dead is boring, Recalling is boring - this minion increases Fun and reduces boring stuff
  • Additionally towers are now worth less gold as already mentioned. Reduces Snowball massively,
  • Supports ll get their gold gen items sooner since they are always free to interact with minions since as they dont farm

Increasing tower damage/tankiness is bad as far as melee champions go because they want the map to be opened asap. So towers give less gold.

As far as how this minion influences baron: EMPO baron recall removed - This makes Baron call riskier which is good. Additionally it gives 100 less global gold. Baron now also lasts 20 seconds shorter. (Because you dont have to back) - Send Zuzi to bring you an item.

I would make Baron more risky and less rewardfull because I would deal with the issue OF 50/50 Smite annoyance Entire games being decided on whos jungler manages to 50/50 just feel extremly bad

If a smite wielder Autoattacks/ Dragon/baron 3 times / Fiddledrains for 2 seconds His smite does 50% damage

We are going from 50/50 to like 80/20 in favor of team who started it So yeah the extra smite damage does Encouarage more Baron Calls. Other Baron changes discourage it So if your team secures a baron but 3-4 people die that wouldnt be worth for them anymore

Why? Well Less global gold, Shorter baron duration, No Empo recall - aka no easy fast escape = loss of tempo If the above is not enough (I do think it is) increase baron Tankiness - posibility for future patches

Less Random out of nowhere kha zix/Rengar jumps in from stealth in baron pit and smite steals a baron Less Uncatchable lee sin gets inside baron pit and smites. Less Random lux/Jinx 1k damage ultimate outsmites your jungler steals

More punishing actually having enemy team run over your team which started and managed to secure baron Maximun gold swing possible reduced, If your team kills entire enemy team which is doing baron and steals it

This is good no shotcall should ever decide 10k gold. It could still easly decide like 8k

What about Kalista rend / Nunu in general?

There wouldnt be a point in picking Nunu, but Nunu needs a rework anyway. Kalista loses a strenght Good people say she is generalist ADC.

#interacting with allied minions, Reworking minion waves, Support role - in case you got lost scrolling -

  1. Deny a minion so that it zooms and heals a nearest tower and enemy doesnt get gold (Melee minion Rambo-1 per wave). Balance notes:

-You bassicly order a minion to sacrifice himself his soul he zooms to your nearest tower and increase its maximun hp by 50 -Keep in mind this is the one minion which gets aggroed by champion attacks, enemy can pull him. So good Luck -Minion must be at 25% HP to be denied (Progressively Scales to 50% as the game lasts longer) -If you deny after 5 minutes into a game enemies lose experience to if they are nearby -If you deny after 10 minutes you gain experience on top of all the above -if you deny after 15 minutes you gain its gold on top of all the above -If you are level 18 since you cant gain exp anymore you get double the gold for denying -In case you are unsure about telling your own loyal minions to sacrfice themself, THINK of it the ivern way -The whole thing where it increases tower HP reduces snowball (ignores Azir tower) -Interaction range 550 range (300 is to lil for this one) Keep in mind every champ interacts from same range.

#Snowball - this minion also has some benefits to healthy & unhealthy snowball

  • Ambient gold reduced to 1 per second from 2 per second
  • Why the above? Items scale with items which can make snowball overbearing

Back in a days Ambient gold was really important for supports. but they would have more ways of gaining gold Due to that we can finally lower this snowball enchanter Ambient gold gain

  1. Left clicking Minion LARA - you stun her for 2 seconds and 1 second after gain 50 movementspeed for 2 seconds. Balance notes:
  • since she is the main pusher (the stun part) could slow down the push, set a freeze.
  • there is no cast time on this one, But it gives you movement speed 1 seconds later (counterplay purposes).
  • Its universal. The speed ll help both pokers and catchers. 300 leftclick range on this one
  • Why does this one not have a cast time? Because it is counter productive.. (Think galio Old E)
  • Keep in mind 1 LARA per wave. So 1 potentional LARA interaction per wave
  1. Left clicking Ranged minion laselgo sets him in a wall formation with a nearest allied minion. Balance notes:
  • Both minions gain 2X attackspeed to prevent a forced freeze (minion ll walk for a while instead of AA)
  • He basicly walks to a closest minion (500 range) and creates a minion block wall
  • Suggested wall stats are 150 range long 20 range thicc. Bumping a wall breaks it (easier on big champs)
  • Just because minions formed a wall doesnt mean that they dont autoattack and do typical stuff
  • Interaction Range well perhaps 400 (for all champs the same range of course)

Also we could use old speed up Dominion animations for interacting with allied minion waves Since Riot does want $$$$ we could definetly have some minions change their appearance to something cute Of course only once once you interact with those minions. It would cost RP easy $$$$$$$

Reworking minion waves

  • Main goals and benefits of the above changes
  • Makes laning phase, waveclear and wavecontrol more interesting
  • There would be higher desparity between a good and a bad support. Good for individual carrying via supports
  • Support would have more fun (atleast I hope so) and skill expression (higher imput per second)
  • Other roles wouldnt interact with allied wave alot (You have to wait if you farm/ up until minion collision +6/7 sec)
  • Minion block would be a serious and fun mechanic rather then nuisance
  • Ranged champions would have harder time bullying due to more hostile minions, potentional minion block
  • You could strategicly in many ways even minion block champions on purpose
  • Reduced death timers because of ZUZU (item currier) minions. Less walking to lane, less recalls
  • Empo baron recall removed because of ZUZU, minute 20+ there are no restrictions when you can interact with them
  • A bit less gold for carries due to ocasional minion being denied
  • A bit tankier towers because when you deny a minion a minion increases its max hp by flat number
  • Speed granter minion LARA, and minion block creater LASELGO would create more action

I hope everything being coded as a minion doesnt prevent Riot from reworking minion waves. It probably does though since they didnt rework minion waves yet...

#AD Carries do Burst per second, Crit is still RNG based - time to change that.

AD carries do have the highest influence on the game outcome. Each player/role should have 20% influence on the game outcome. ADC role definetly has more.

And not the word carry in AD carry doesnt mean that they should have more then 20%. Why do you think Riot forced the whole ""Marksman"" thingy.

This is where we would nerf marksman. Some reasonings arent explained here

*Carries would crit for less damage overall. You ll know when your next auto crits though *last whisper and the items it builds into nerfed specificly to be less useful against armor *Lower aimbient gold and Tower gold, Inhibitors and Ground drake give local gold. *Sometimes they would have a rambo minion denied by enemy support. Dont freak out its one per wave and you can pull him by attacking him.

Granted less gold slows down a game so Marskman dont freak out you like slow games.

Action wise there will be more action with my changes. I dare you to find a suggestion which reduces action Fast paced games are fun. Fast paced doesnt mean that an avg game would last 20 minutes

Lots of people who want shorter games actually want fast paced games Key is to have fast paced long game. Which is what league used to be at its best patches

  • Kog maw directly nerfed as he doesnt care about weaker crits/LW. Just drop his damage a bit

CRITICAL STRIKE REWORK??

Goals

  • Remove RNG
  • Turn Crit into something more fitting for an ESPORT
  • Reduce the BPS (burst per second) to DPS
  • Crit should still feel like Crit (SO NO WE ARE NOT CHANGING IT TO %DMG INCREASE)

How to achieve that goal Crit damage reduced to 150% (IE puts it at 200%). This is a hands down the best spot to nerf, it ll get more clear.

**General idea on how crit items would look like. Every 4th auto attack starting with first/second/third/4th attack crits **Additionaly there is 5 second combat cooldown. The same as mobility boots (so you cant prep crit for a fight)

Examples: (`````````````is here to reduce wall of text)

Infinity Edge```````````````````````````````````````````````````````````````Essence reaver (30% CDR maximun)
Puts crit at 200% of AD`````````````````````````````````````````````` Every 4th attack you crit starting with third. Every 4th attack you crit starting with second.``````````````A,A,C,A,A,A,C,A,A,A,C A,C,A,A,A,C,A,A,A,C````````````````````````````````````````````````````You ll know when you ll get mana not that it matters C=Crit````````````````````````````````````````````````````````````````````` Reaver is also quite OP - but his users are undeperforming (no extra nerfs) A=Normal Auto`````````````````````````````````````````````````````````If you get an item which crits every 4th Auto + 15% CDR (Max 30%)

Phantom dancer````````````````````````````````````````````````````````Hurricane Every 4th attack you crit starting with fourt`````````````````` Every 4th attack you crit starting with third. A,A,A,C,A,A,A,C,A,A,A,C``````````````````````````````````````````````A,A,A,C,A,A,A,C

Rapid Firecannon```````````````````````````````````````````````````````Zeal - All stats the same except crit chance replaced with below Every 4th attack you crit starting with first.````````````````````Every 30 seconds your autoattack does 50-125 (1-18) bonus physical damage C,A,A,A,C,A,A,A,C,A,A,A,C````````````````````````````````````````````Builds out of dagger + 400G New item called Spark 50 damage (1-18level), every 30 sec)

Zappy Spark (1150 G)

dagger + Spark(400G) (I mentioned it above) 20% attackspeed Unique Passive HOT > autoattacks steal 6 (8 if melee) AD per hit up to 5 times - maximun 32 Unique Passive Flashy > every 20 seconds your Autoattack does 60 magic damage

Statikk shiv (2600)
Zappy spark + kircheis shard + sapphire crystall + 250 gold

dagger + Spark(400G) (I mentioned it above) 20% attackspeed Unique Passive HOT > autoattacks steal 6 (8 if melee) AD per hit up to 5 times - maximun 32 Unique Passive Flashy > every 20 seconds your Autoattack does 60 magic damage

50% Attackspeed 250 Health 5% movement speed Unique passive Hot > autoattacks steal 6 (8 if melee) AD per hit up to 5 times (max for ranged 30) Moving and attacking generates Energize stacks, up to 100. Typical

Unique shiv lightning AT stacks 100 Your next basic attack does 150-250 (Magic damage) + 10% of enemy max hp in magic damage. It cannot crit.

Why did I suggest such massive changes to SHIV. Well you see Shiv is really unique because it is RNG on top of RNG. The whole thunder theme is cool so why not force it more into thunder rather then crit stuff.

Why %max hp? Last whisper ll receive a massive nerf dont worry tanks, you ll be way better off.

How does crit formula work if you buy multiple Crit items? Example

Reaver + PD A,C,A,A,C,A,A,A,C +A,A,C,A,A,C,A,A,C

= A,C,A,C,A,C,A,C,A,C With 25% crit chance roughly you are critting 1/4 of time which we can translate to every 4th not knowing when the first one ll occur

With 2 crit items you are criting every second auto. You start with Auto or Crit depending on how fast your crit items are What if 1 item is fast while the other is just as slow? Slow one WINS

Hurricane + Reaver - A,C,A,C,A,C (I mean both are slow..) Reaver + Ie - A,C,A,C,A,C (Reaver is as slow as the Ie is fast, in even cases Auto starts first) Cannon with IE C,A,C,A,C,A,C (Obviously cannon canot be faster while Ie is quite fast ) PD + RFC - C,A,C,A,C,A (fastest with almost the slowest, fastest wins) Hurricane + RFC A,C,A,C,A,C,A (fastest with the slowest, auto starts first) Hurricane + PD A,C,A,C,A,C,A,C

What about 3 item crit combinations?

A,A,A,C 0001 A,A,C,A
A,A,A,C 0001 A,A,C,A A,A,A,C 0001 A,A,C,A 0111

RFC+Reaver+PD Obviously 3/4 autos should be crits Exception triple Pd crit for example C,A,A,A 1000 A,A,C,A 0010 A,A,C,A + 0010+ A,A,C,A + 0010 A,A,C,A + 0010+ A,A,C,A + 0010 =C,A,C,C =1011 =0111

Binary system ALIKE 1+0=Crit 0+0=No crit 1+1=Crit + it carries value 1 to right (NOT LEFT) 1+1+1=Crit it carries 1 value right, 1 value left (if there is nowhere to carry it carries in other direction) so 0001+0001+0001 ends with 0111 aka A,C,C,C and 1000+1000+1000 ends with 1110 aka C,C,C,A (but you wont build 3 RFC anyway)

What about crit champions? Yasuo, Ashe, Garen, Fiora, Rengar, Trynda, Gangplank

It is written above in TLDR Kinda shocked I found so simple solution for Yasuo. It came on the fly

I dont think I am worthy as far as trynda rework suggestions Go. Last time I mained trynda it was season 1/2.

#helping melee champs - with new items, keystone, and exhaust changes

Zappy spark + mantle + cloth armor + 700 gold = FireProof Pants (2600 G) (League has 0 pants items)

Stats

  • 30 armor
  • 20 magic ressist
  • 30% Attackspeed
  • Your autoattacks steal 6 Mr,Armor,AD (8 if melee) stacking up to 5 times - Max 32 if melee from 1 target, Max 30 for ranged from all targets teoreticly you could gain alot of stats (160 max) if you constantly swap targets as melee (How the fk you ll do that is beyond me however) So tehnicly with hurricane and this you could debuff bunch of enemies. But Ranged ll never gain more then 30 of each stat

It decays as fast as Wits End so 5 seconds.

Unique passive Flashy > every 4th (3rd if melee) autoattack does 70 magic dmg and heals you by 60 Unique active Zoom blink to an enemy which has its AP/AD/armor/magic ressist reduced by this item or abilities (range 700)

Obvious prevention of blackcleaver abuse is obvious...

Lots of champions can reduce armor. J4, Renekton, Trundle, Kayle, Kog to name a few. Some can reduce armor like trynda and trundle.

New Keystone - Angle bender -

  • If you Auto champions you bassicly get 200 range version of katarina E against that champion.
  • Cdr against same champion 5 sec. No CD normaly.
  • You must dash to a side of a champion. (Its primary a dodging keystone not sticking keystone).
  • Passive every time a skillshot passes near your champion gain bonus movementspeed for 5 seconds stacking up to 5 times.
  • this tehnicly never teleports you in the same chase line since you port to enemy champion side - (helps you dodge).

But why would you suggest such thing? Melee champions struggle dodging Morgana Q/ Ezreal Q type of abilities. Something like karthus Q / Brand W isnt a problem. Almost every champion has Ezreal Q type of skillshot. This is one of the reasons none overloaded melee champions cant teamfight

I know this sounds wierd but League suffered rectilinear skillshot creep. Yes it is not transperent issue This keystone would help brusiers teamfight and dodge such skillshots at higher rate

Now exhaust is even worse because it is targeted. Same as LULU W. Exhaust never keeps twitch and ranged overlords in check. Yet it significantly reduces viability of melee champions.

So this is why exhaust is reworked to be a skillshot alike Brand W - Can only hit 1 target - closest to center. I think it is clear now Why I suggested brand W like skillshot rather then ezreal Q like skillshot.

An item which allows us to jump on a last champion we autoattacked while we are knocked (can also be used briefly 1 second after cc ends) *This counts knockbacks, pulls, knockups just like yasuo ultimate.

What why would you suggest this? BECAUSE TENACITY IS FKING USELESS. Good reason enough

I dont really care what such item should give. But here is example

Adaptive 30 AD/AP 30 armor 30 mr 300 health Unique active Knock Knock who is there. Knocked up who?

Op items

DUSKBLADE - Duskblade is ridicilus, Idk what else to say, Is there a single player not aware of this? What to do > nerf duskblade but buff other lethality items. We are not trying to nerf AD assassins as a whole but duskblade is FKING ridicilus.

Crit itemization as an item combination at this power and RNG is extremly unhealthy. I have rework above

Last whisper 35% is to much. ignoring 35% of a tank itemization is to much, specially because defense scales bad with defense

Last whisper should be nerfed to 20% bonus physical penetration. The items it builds to should have 25% And we would increase its AD or add new stats to it

Essentially Last whisper should specificly be nerfed against tanks / anyone who builds tanky while it shouldnt feel worse against the rest

Yes lastwhisper is a tank buster item but it is way to good at what it is doing Proof Tanks melt as fast as bruisers (Once tanks stop melting as fast as bruiser then we can nerf their damage)

Voidstaff nerfed to 20/25% magical penetration (keep in mind there is no word bonus) Dont worry Voidstaff wont feel useles however I have a rework for it in AP itemization

Now I would like to add. If Armor and MR ll be allowed not to be worthless mid - lategame Then they shouldnt be so efficient early game

Null magic mantle and cloth armor nerfed by 2 perhaps even by 3

Keep in mind there is massive difference between 20 and 22 armor/mr While there is no difference between 222 and 220 armor/mr

%Grevious wounds is another stat which shouldnt be at so high % I would like it to effect shields so it ll effect them. Nerfed to 25%

Bramble loses 5 armor (This item needs a direct nerf)

AP Itemization Goal: Increase diversity, nerf items which are toxic for a game

VOIDSTAFF - the name is fitting because this is what a tank feels like when they face anything with voidstaff, THEY FEEL a void and empty Check high elo. People consistently build this as their 2nd item. an item which is supposed to be a lategame answer to tanks XD.

I suggest 20% magic penetration (not 25% because it also works against base MR)

Voidstaff and Lastwhisper are to insane against defense itemization. Idk how else to put it, I do realise this is not the most transperent issue

Riot has been injecting %DMG reduction in kits (latest xin zhao,galio,warwick) because they know defense itemization is noob bait so if you are wondering why tanks arent completly irelevant > %dmg reduction abilities, %dmg reduction item abusers such as (j4,cho)

-Also recently there was whole Sejuani/Rammus/leona aftershock you dont have to tank if they die thingy. Sejuani and leona werent top tier because they were tanky oh no it was the damaage. I honestly dont see the all fuss with rammus. He is number 1 pick in full ad comps so high winrate is expected. Last time Rammus was strong was in season 1. HE IS SNAIL WITHOUT A HOUSE COMPARED TO THAT TIME

-Orn is a new champ so Riot got Bamboolzed with data and buffed a strong champion.

Every other viable tank has % damage reduction. Some are indirect %damage reduction like maokai W however

From my perspective. Damage isnt to high, Defense is to irelevant except for %dmg reduction. We cant inject %dmg reduction in everything Clear solution to that is nerfing LW/VOID.

#Snowball, Helping melee champs Time to talk about Dragons

Why would I rework them that way (Mentioned above in TLDR)

Infernal drake is OP. Everyone knows this I would make it give 5 %dmg reduction.

Why dmg reduction above everything? Because current infernal drake makes melee champions unplayable due to how fast they melt once enemy team has it If thats what %dmg gain does then why not do the opposite. But melees ll benefit the most

How do melees suffer from current infernal the most while they would benefit the most from the new one?

Reasoning is simple: melee champions consistently take more damage as they are center of fire constantly

-Air drake is fine. Underatted - some people dont read patch notes. -Ocean drake might be to efficient against poke. Perhaps lyandri should last longer so that ocean kicks in later -Ground drake is the worst of all. It noob baits even high elo/Pro players.

Air drake Helps your engage, rotations and makes you harder to get engaged on. Infernal drake obviously gives you raw power. It would still do that with my rework. Ocean drake makes sure you are healthy full of mana before teamfights.

Ground drake only helps if you won a teamfight

BBBBBUTTT you can take baron 2 seconds faster. Just go ahead and spend 30 seconds and vision early game Completly worth it KAPPA. NOW We can take baron 2 sec faster!!! High elo tip dont ever overhype this drake.

Worst of all. Infernal/herald/baron already help you do damage to towers. Air drake helps you reach them faster. Ocean helps sieges to...

This is why new Ground drake would give bunch of global Experience and nice local gold. We shouldnt have the Rng 1/4 chance to enter a game with a drake which does nothing when behind.

#New AP item Ideas. We already know riot is planing to rework ap itemization

  • Ap Items have 3 stats to work with Mana,AP,CDR (Mana regen is a support stat)
  • We should have 2 AP / armor options and 2 AP / Mr options
  • Rabadon shouldnt be trash and it needs alternatives (I ll suggest 2)
  • We should have 2 more alternatives to nomicon (grevious part being unique to nomicon)
  • Rest should be active/unique focused

We cant work out miracles with just 3 stats. And no I dont want more Mage stats

FEEL FREE TO POST YOUR IDEAS..

A good Spellwamp item - Note nerf/hotfix vlad if nessesarry specially given grevious changes

We need more nomicon alternatives. Mana, AP, CDR items. All should cost about the same or same

  1. Typical Morello with weaker grevious (but effects shields)
  2. 80 AP 20% 400 mana CDR Twin shadow active item (Spooky ghosts)
  3. 80 AP reduces mana cost and cooldown by flat number (30 less mana 1 sec) - Minimal CD 0.25 Sec

You would typicaly build one of these on each mage Whether you want grevious,spooky ghost, or non percentage cdr/manacost removal

Example. Cassiopeia doesnt care about %CDR But putting her E at 0.25 seconds does sound attractive?

Or karthus having his Q at 0.25 sec. But he kinda wants %cdr for his ultimate? Maybe spooky ghost so he can force stuff? Hit q easier?

We need more Massive AP items also Rab sort of revert

Rabadon builds out NLR+NLR + 500 gold (3k total)
130 AP + 20% more AP. Yay no longer avkward buildpath

Arcane Ring NLR+blasting wand 1250+850+900 gold (3k total)

110 AP Your abilities which do magic damage do 10% more damage

Sorceress wand Builds out of NLR + Revolver 1250 + 1050 + 600 gold = 2900 Gold

100 AP Revolver passive but with 60 more damage (Varies per level). 210 damage level 18.

Unique passive Pernamently Add ap ratio and base damage to your champion weakest damaging ability except ultimate (System ll compare max level base damage and Ratios, aswell as duration)

+0.3 AP ratio + 150 base damage Annie E, Syndra E, Anivia Q, Aurelion W, Le blanc W, Cass Q, Karthus IDK, Taliyah W, Viktor E etc, Swain W Vlad W, Malzahar W, Rumble E, Ahri Q (there you go Ahris) etc

Anyway this item would probably require some balance work. Some abilities dont deserve more damage Riot could change champion ability numbers in a way where another ability gets Sorceress Wand passive

So you would have to ask yourself playing a mage Are my ratios really good? If so rabadon is the best. Are my ratios really bad? if so arcane ring is the best Do I want to specificly buff the damage of my "weakest" ability? Wand ll show you da wae

On a lot of champions it is debatable what they want. So depending on price points you back with you would get diff stuff

Voidstaff

Blasting wand + blasting wand 850+850+600 = 2200 gold

100 AP +20% Magic penetration More accessible but less Pen keep in mind Void also reduces base MR. Potentional buff to 25% if needed.

THE END

5 Comments

Phelas1 votes

Kinda glad you're not part of the balance team.

Reads like you played too much Dota2.

Poske1 votes

I have 20-30 hours on dota2 0 hours on dota and 20 000 league matches go figure. Around 12k on this ACC

But I can see where you are coming from

In League first wave used to be blockable done it many times League used to have denying in alpha/beta whatever it was

Minion being able to act as a currier would bring so much benefits I just had to suggest it

Keep in mind bunch of people in charge used to work on Dota

Phelas1 votes

Just want to know, wouldn't the courier make Orrns passive kinda obsolet?

Poske1 votes

To an extent. He would like this the least but his passive wouldnt be obsolet

  1. You dont have to give enemy extra exp by sending a minion off
  2. There is like no risk
  3. it is 30 seconds or so faster

if anything courier would feel obsolet if you are Ornn

Ornn cant buy control ward right. Atleast a currier could have still some purpose for him

Edit : It might make refilable potion obsolet

Penns1 votes

Id love this patch if you add 1 line "Fizz - rework reverted"

:]

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