Propose your Lee Sin Changes!

soulbanana8·2/11/2015, 5:02:33 PM·2 votes·567 views

We all know how Lee Sin has been dominating the jungle for multiple seasons now, and they don't seem to be brainstorming about how to change Lee, considering community backlash(cough Sona nerfs), otherwise, they would've nerfed him in patch 5.3. So here's a thread to brainstorm EVERYONE's ideas about how to balance him and make him less dominant. These MUST affect Lee Sin and Lee Sin ONLY. This isn't a "change the jungle" thread, this is a "change Lee Sin" thread. So, here's my take on it: Passive-stays the same Possibly buff it a bit with the changes that I suggested, but it's a solid passive and needs no changes. Q-costs 110 Energy. If Lee Sin hits Q on a monster or a minion, this refunds 40 Energy. If Lee Sin hits a champion, this refunds 70 Energy. Second part stays the same This rewards the good players that can land Q on champions and punishes the players that attempt a long range Q and miss.

W- cost 110 Energy If Lee Sin casts W on a minion, this refunds 40 energy. If Lee casts this on a champion or himself, this refunds 70 Energy Second part stays the same This change rewards helping the team and punishes ward hopping by, again, reducing his chance of escape if he ever gets caught out and messes up. This is also so that his cushion for ganking(Ward hopping to get closer if he misses Q) completely cripples his gank potential unless he has red buff.

E-cost 110 energy If Lee hits a minion or monster, this refunds 40 energy. If Lee hits a champion, this refunds 70 energy. Second part stays the same This hits his clear speed a bit and forces him to use his passive well. It also, again, forces him to choose between using E to get more AS after a siege or to save it for a fight. R-no changes The Chuck Norris of League needs his roundhouse kick.

Yes, this makes him very sink-or-swim and it also forces him to make a decision if he messes up. This also allows him to keep making LC$ big plays provided that the Lee player plays this out perfectly and actually uses his strengths and avoids his weaknesses well. Feel free to add your proposed changes. I will add them to the OP. Community Opinions

{quoted}

reduce his ms to 340 from 350 increase his ulti cd to 120/110/100 remove his spell vamp

{quoted}

EDIT:

Sorry about the ramble: To answer your thread, I would experiment with A) A completely different passive that makes his energy more important to maintan, or B) Make his ward jump a regular dash (May or may not keep Lifesteal/spellvamp/shield), at the cost of him not being able to go over walls with it.

I'd honestly try to do a Lee Sin rework by making him from the ground up, but keeping what he's famous for (Besides being a top jungler for x-years):

We know he's famous for the Insec kick, so the basic mechanics of Q (Skillshot, reveals target, cast again to dash to target) and his R (Melee-range, high knockback) should probably be kept in some capacity.

But even then, that means he's lost the execute on his Q, his entire E (Reveal and slow), the shield and spellvamp/spellvamp on his W, and his entire attack speed passive, and damage scalings can be redone.

So just keeping those mechanics, we could do quite a bit to change Lee:

Do we give him a new passive that makes getting energy back harder/trickier?

  • We can give him a completely new E, should it have CC attached to hit (like his current slow), or do we give it a completely different function?
  • His W is probably going to be a dash in some way, unless we could think of something better: Does it stay a ward hop, or could we make it a regular dash, at the cost of him no longer being able to jump over a wall?
  • What could we give him in place of his Spellvamp/lifesteal for sustain in the jungle, or do we want to keep him as a jungler in the first place?
  • Can we do anything with his ultimate to encourage him to use it properly?
  • He's SUPPOSED to be this champion that takes a lot of practice to reach his full potential, or at least that was his reputation: How can we fulfill this reputation? How to make it so that he's hard to use for your first few games, and you can't expect to just pick him up and win, but when you get used to (Insert difficult mechanic here), he becomes powerful?

{quoted}

Reducing Lee Sin's sustainability options, making him more about his plays and less about the safety in certain aspects. More decision making. More skill reliant. Higher costs in general but more energy back if you time it correctly and weave in autos intelligently.


Energy costs somewhat up Energy return and AS increased but only triggers if Lee deals damage with an Ability

Q1 damage down Q2 damage up but missing health damage removed Q1 and Q2 now have Total AD ratios instead of Bonus AD (reduced bases obv) Q1 and Q2 now apply on hit effects like Sheen and Lifesteal

W1 gives MS and/or spellshield for really short duration and can no self cast (no more shield) W2 gives a shield to Lee Sin (no more lifesteal/spellvamp)

E1 slows MS and deals 40/45/50/55/60% of live damage E2 turns slow into AS slow and deals 40/45/50/55/60% of live E1 damage E1 and E2 are Physical Damage instead of Magical Damage

R CD increased R damage to single target increases per champion they collide with (less if hits < 2) R damage to secondary targets reduced to 75-50%

3 Comments

UdoIkOSc4u2/11/2015, 5:07:07 PM2 votes

reduce his ms to 340 from 350 increase his ulti cd to 120/110/100 remove his spell vamp

Siachi2/11/2015, 5:34:58 PM2 votes

EDIT:

Sorry about the ramble: To answer your thread, I would experiment with A) A completely different passive that makes his energy more important to maintan, or B) Make his ward jump a regular dash (May or may not keep Lifesteal/spellvamp/shield), at the cost of him not being able to go over walls with it.

I'd honestly try to do a Lee Sin rework by making him from the ground up, but keeping what he's famous for (Besides being a top jungler for x-years):

We know he's famous for the Insec kick, so the basic mechanics of Q (Skillshot, reveals target, cast again to dash to target) and his R (Melee-range, high knockback) should probably be kept in some capacity.

But even then, that means he's lost the execute on his Q, his entire E (Reveal and slow), the shield and spellvamp/spellvamp on his W, and his entire attack speed passive, and damage scalings can be redone.

So just keeping those mechanics, we could do quite a bit to change Lee:

  • Do we give him a new passive that makes getting energy back harder/trickier?
  • We can give him a completely new E, should it have CC attached to it (like his current slow), or do we give it a completely different function?
  • His W is probably going to be a dash in some way, unless we could think of something better: Does it stay a ward hop, or could we make it a regular dash, at the cost of him no longer being able to jump over a wall?
  • What could we give him in place of his Spellvamp/lifesteal for sustain in the jungle, or do we want to keep him as a jungler in the first place?
  • Can we do anything with his ultimate to encourage him to use it properly?
  • He's SUPPOSED to be this champion that takes a lot of practice to reach his full potential, or at least that was his reputation: How can we fulfill this reputation? How to make it so that he's hard to use for your first few games, and you can't expect to just pick him up and win, but when you get used to (Insert difficult mechanic here), he becomes powerful?
Kingsgrave2/11/2015, 7:22:07 PM2 votes

Reducing Lee Sin's sustainability options, making him more about his plays and less about the safety in certain aspects. More decision making. More skill reliant. Higher costs in general but more energy back if you time it correctly and weave in autos intelligently.


Energy costs somewhat up Energy return and AS increased but only triggers if Lee deals damage with an Ability

Q1 damage down Q2 damage up but missing health damage removed Q1 and Q2 now have Total AD ratios instead of Bonus AD (reduced bases obv) Q1 and Q2 now apply on hit effects like Sheen and Lifesteal

W1 gives MS and/or spellshield for really short duration and can no self cast (no more shield) W2 gives a shield to Lee Sin (no more lifesteal/spellvamp)

E1 slows MS and deals 40/45/50/55/60% of live damage E2 turns slow into AS slow and deals 40/45/50/55/60% of live E1 damage E1 and E2 are Physical Damage instead of Magical Damage

R CD increased R damage to single target increases per champion they collide with (less if hits < 2) R damage to secondary targets reduced to 75-50%