a lot of things that may or may not be out of whack (balance) (sorry about all the reading)
Most of this is based on solo que when the focus is killing with damage and not with cc. Some times there is cc that is used, but everyone wants to be the carry, so no cc on most of them.
- (sated) devourer Too good. If you aren't using this item now as a jungler, you are jungling wrong. It can out dual anyone, making split pushing a little too easy and have to focus a fighter over the adc or mage because the jungler with this item does too much damage with this and botrk alone. Then after that, you have to build everything (armor, magic resist and health) just to tank the damage. Even then the damage from that one person can kill the tank no problem while the team was focusing the jungler with devourer (mainly the fighters but others included). You can counter jungle and leave the small guys, but good luck if you find them in their jungle, or yours if they have this item alone even (only one successful game like this). Every other aa with botrk is just deadly. After 2 attacks (about .6 sec or less) there goes at least 50% of your health (25% if you are a tank) not with abilities. Some of the junglers even base some of their abilities off of 3 attacks. There too many champs that can use this item to ban out just those champs.
To nerf: Either revert the change or make it every 3rd attack is a double and not every other. See how this works because as of right now, they get their power spike right after they get sated and botrk and tend to not go down at all, just tankier or more damage out of the wazoo. 2. warrior Not good enough to be used. Might as well opt to the devourer or cinderhulk. I did see the buff you tried to do (the miniature corki passive 6% oer 3 sec) Might as well make this change happen just so then it may be used out of pbe
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Pantheon Just a worse version of Rek'sia. Reasoning: a stun for 1 sec=knockup for 1 sec. Rek'sia can get away with her tunnels and see what is in the fog of war. True damage. Ults: Pantheon: can cast anywhere in range and does damage after it hits the ground, can be used while tanking damage, doesn't have to rely on pre-placed tunnels Rek'sia: can use homeguards to get back with an ult or even to gank with less notice of where from, a passive with free attack speed. The only thing pantheon has over Rek'sia is the ability to take no damage from an attack after 4 attacks or a stun, but not from a spell. Rek'sai can heal after getting furry. The problem with this difference: you can clear camps faster with Rek'sia, heal the damage of a monster basic attack 5 sec, and build tank and still be fine in team fights. Either the numbers would have to be noticeably larger or a rework to pick pantheon over the superior Rek'sia.
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"juggernauts": Don't give a late game power house early game damage. These guys just don't have much cc compared to other tanks and is the only reason they aren't played in the lcs and on other stages. In solo que, they are played for their ability to lane decently or well and to get out alive/ kill the enemies out right with their damage (except Skarner, who isn't played because he doesn't have a reliable stun and would rather play Sejuani who has better everything). Most of them are good enough as they already are, but Skarner is the most underwhelming one of these by looking at it. Garen: a tank, not a fighter. doesn't need true damage for basic attacks on "the villain". a q is all that is needed to get away from everyone and heal up to half, at which point, takes another 10 sec to try to kill him but fail, after which he keeps running. Fiora can't catch up from Garen who breaks the slows and Vayne is the only tank destroyer adc, if she can catch up to him. Change his q to where he has to be running toward an enemy for the speed and he shouldn't get away as easily. Mordekaiser: Late game, not early. Can go in a team fight and kill all of them if he gets close enough to one of them. Can do a full rotation of spells on a fighter to kill them late game (2 rotations for a tank). Doesn't need to change because he has enough power early to get by, and only gets stronger. Darius: Already a good laner with his passive magic damage, physical damage with attacks and abilities, and a true damage ult. His kit is just too versatile for a lane opponent to optimize defensive stats to counter him. Skarner: Just not good at anything compared to others. Skarner isn't played because he doesn't have a reliable stun and I would rather play Sejuani who has better everything in her kit. In theory, Skarner can be used, but not with the current items (devourer).
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Fiora I don't think the problem is the % true damage. I think the problem is the flash she now has to get away from a chase and her ult. Fiora is this honorable fighter who is willing to take on a challenge, not run away from one. Her ult, after she hits one spot and the enemy team focuses the target dead, they all get full health from the ad scaling healing. After that, unless its fiora v 4 others, you loose that team fight no questions. Run if you can, but good luck.
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Tryndamere Where do I start. Q: Free heal in lane from all damage. Better all in him before he starts spamming q to get full hp. W: I want to trade with you and win. If you don't, you get slowed. E: I can go in and fight or I can run away. Too versatile as a skill R: Unkillable for 5 seconds guaranteed. Are we both about to die and I just hit 6? Let me get under your tower to kill you and get out alive after a q. Or: do you want to dive me? I can last 5 more seconds after your first attack and kill at least 1 while doing so. This is in solo que (top) so a cc chain for 5 sec is probably not gonna happen.
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PBE This is where riot may not see my point of view. So you send invites to people who main the person you are changing. They won't say their main is op because they do get beaten (and think they need a buff because of 1 person outplaying them), but the players who play every champ and knows them decently can tell you where the line falls and tell them if they are on the op side or the needs buffs side. The new champs: you send invites based on what people play that resembles close to what the role should be. They don't have people thinking of combos to kill their enemy faster day 1 in the pbe so they may seem balanced, but aren't balanced when they get out of the pbe to the public, and usually op because a new champ people want to play, but don't know how to, so they seem balanced for the first few games, then gets out of control when they learn how to play them.
Just my thoughts on a few unbalanced things in the game in solo que. This is not based on games on stage, but more in the average person's home.