10 Changes We Need Now to Balance The Game
This won't be a popular thread, but truth usually isn't. Its far easier to tell people what they want to hear than to tell them what they need to, and Riot needs to know just how out of control all this true damage and max health damage is getting. Unfortunately, they haven't seemed receptive to anything but to bottom line it, we need ten significant changes to make things playable again. Agree, disagree, let me know but don't downvote because you just plain don't agree. Tell me why!
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BUFF TURRETS - When I started in season 3, turrets actually hurt and couldn't be taken down in a matter of seconds. Now, they nerfed turrets to the point I'm seeing 2 in one lane taken by 10 minutes. Why? The 8.11 turret nerf has turned swiss cheese turrets into wet swiss cheese turrets. My suggestion is simple for fixing it - we put the health back at 4,500 for all of them and then we add damage reduction permanently - first turret has 30% damage reduction, secondary has 40%, and base has 50% reduction. Then we add more armor and MR to the turrets, less on the first and more on the last two. A final touch is to mix a portion of the turret's damage to champions who aggro as true damage, perhaps even bonus damage if they attack someone under the turret and take a percentage of their max health as true damage. This would be one of the only times max health true damage would be useful.
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Remove Bloodrazor. Too many champions can steamroll so easily with it, namely Yi, that it isn't worth having anymore. Bottom line is if they can't be slowed they shouldn't be able to wreck you with one single item - I see it too often, even some champions who do not use attack speed grab smite and buy it because of how easy it is to take people down with this. If you don't remove it, remove the max health % damage portion or ban it from being purchased by certain champions the same way you ban Cass from buying boots or any melee champ from buying Hurricane/ranged from buying Tiamat.
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Revert the Morellonomicon - The old saying applies, if it ain't broke don't fix it. Morel was perfectly fine and then you took out the passive 20% max mana restore on kill/assist and made it a rune for attack speed AD champs. What should happen is this item returns to its old stats and the Presence of Mind grants 10% max mana or so on kill/assist.
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Revert Infinity Edge and remove Conqueror - There is no reason for the ridiculous amount of true damage in this game right now. IE should be returned to what it was and Conqueror should be modified to a Fervor of Battle mastery type where you gain damage while in combat - but not true damage!
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Add a max health damage reduction item and another crit reduction item - Right now Randuin's Omen does basically nothing, especially if you have Bloodrazor. Another item should exist with 30% crit reduction so now a maximum of 50% would be possible, and make the item over 3,000 gold so only a dedicated tank can buy it and not just anybody with extra gold. An item to reduce maximum health percent damage would also be great, or perhaps adding it as a passive to an item. Perhaps a passive of "all maximum health percentage damage effects are reduced by 20%" so basically 1/5th of that damage is negated? Nobody should be able to use 3 items to kill a 5,000 health 400 armor tank in 5 seconds or less.
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Common Sense Changes on AD melees - Tryn's ult? 2/2.5/3 seconds at rank 6/11/16. Nobody should be unable to die for five full seconds. Yasuo's windwall? 2/2.5/3/3.5/4 seconds at ranks 1-5. His E and Q should have higher cooldowns as well since right now he has a half-second cd at level one on his E dash - talk about infinite waveclear. Make early game a bit easier for people who aren't playing broken resourceless champions.
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Thornmail should hurt. Right now anybody with decent lifesteal can simply shake off the effects and heal for more than they damage their opponent with. Riot should change Thornmail closer to what it was, but we know they don't want 30% of basic attacks to be reflected. How about we make it 15% immediately and another 10% over two seconds as bleed damage adding grievous wounds? If a basic attack does 300 damage, this would cause the attacker to take 45 damage immediately and 15 per second for 2 seconds. Not exactly broken, now is it? The point is to damage them over two seconds to let grievous wounds sink in so they cannot shake it all off in one hit.
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Return Abyssal Scepter as an AP item - 60 AP, 60 MR, 10% cooldown, and the unique passive would be 15% of all physical damage taken is taken as a bleed effect over three seconds similar to death's dance. This gives mages a way to defend themselves against magic damage from their opponents and also basic attacks by champions with far more damage potential then they have.
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QSS needs an AP iteration and needs to remove summoner spells like ignite - Frankly this is a no-brainer, everything is supposed to have a counter so why not? For AD champions Mercurial Scimitar already exists, for AP you could work QSS into an item such as Banshee's Veil?
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Add two new runes for lifesteal and spellvamp - Remember our old runes? We could start the game with 4.5% lifesteal or 6% spellvamp and have a way not to die in the first few moments of the game. A suggestion would be allowing 3% lifesteal from a rune in Precision and Domination and the spellvamp rune in Sorcery and/or Inspiration of about 5%. We used to start the game with a mixture of all different runes and masteries depending on our style, but now it is less diverse than ever. Having a small amount of lifesteal or spellvamp would be a great way to fight early game and have a -chance- to outplay and not die.
Final request would simply be cosmetic - why not have a bee ward? We have icons and skins, could use the ward to go with it. Also, a teemo mushroom with his head as the mushroom for a ward would be iconic - it amazes me they haven't added a Teemo shroom ward yet, designing it to look like Teemo's head would remove confusion if its a ward or an actual mushroom also.