Changes that could make the game better
- Addressing shielding and ways to deal with it by redefining True damage ,EXECUTION abilities (on mostly assassins) and maybe even Bleed? Let's be honest., shielding can be a pain to deal with,especially if there's a lot of it on the enemy team. Having said that,the new idea to higher damage against shields is a great idea and certainly a step in the right direction. I hope RITO considers introduces shield breaking mechanics into more champions kits ( especially divers, juggernauts , skirmishers). MY SUGGESTIONS
-
_ EXECUTION ABILTIES_ : as moves that by pass allied shields. Now, this types of abilities will be mostly found on Assassins.Why now? Damage is getting out of control and nearly every champions deals quite a decent amount of damage. Assassins have a pretty hard time getting to their targets who deal quite a lot of damage and are protected by CC and high amounts of utility. So instead of just constantly increasing assassin damage to be able to burst through support's shielding,why don't we give them a way to deal with shields? Ex.abilities on AD champions would scale with Lethality as well,which would lead to having to reduce it by a bit and making it even less attractive to ADCs. Abilities that would become execution moves: ASSASSINS ( PLEASE NOTE THAT NERFS AND ADJUSTMENTS WOULD HAVE TO BE DONE)
's R Last Caress
's R _Umbral Trespass _ ( both forms. Chosing Assassins form turns his W Blade's Reach into an execution move as well).
's Isolation passive
's R Death Mark
's Empowered Q ( Please watch the Kitty.it's back to it's old one-shoot mechanics )
Other assassins/slayers are open to for discussion. -
TRUE DAMAGE By-passes self shielding , because true damage is mostly found in champions who are good 1vs1 ( besides this disgrace
).
SPECIAL MENTION
's R would function as both an Execution move and as a True damage move when stacked.
,
,
and myb
would need to be addressed dramatically. -
Most experimental change. Making Bleed bypass both Self and allied shielding. Bleed is a mostly a DoT ability so it doesn't contribute to burst that much ( if the value isn't to high) . What would it's counter be ? For tanks it would be HP-reg and for squishies it would be healing Honorable mentions
's passive
's passive
's passive
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ADDRESS Grievous Wounds It's a mechanic that's need in the game,but it shuts certain champions down too hard for a low cost. Don't get me wrong
,
and
would need to be nerfed into the ground if it weren't in the game, but spending 800-1000 gold to counter them when they need to spend a lot more gold to reach the peek of annoyance isn't a lot fair.
Maybe you could make GW the same spell effect on items and make it stackebale? Make it interact with different healing sources differently? Mvyb reduce healing only by 20% by delay it over X seconds? Think of something,but spending 800-1000 gold to negate a champions whole niche doesn't feel like the right approach. -
Healing and Shielding Power / Lethality
-
H&Sp -> Shields need to be categorized into Battle shields (
's and
which are a bit weaker,but have last longer because of the effects they have,which shine more in longer fights) and Anti-burst shields ( similar to now,but last from 1 - 2 seconds max and a higher CD. More oriented to counter high burst which requires better reaction/reflexes from the support.
for example).
-> Shielding should still counter damage from assassins,but should require to counter immediately if the assassins jump on squishy targets
rather than when they're already on them
-> Give H&Sp a new name and it's own section in the shop ( Charity , Benevolence, Wisdom etc.. Whatever )
-> Make it 50% less efficient on AoE heals/shields .
-> introduce more of it on items and readjust it carefully. Items with impactful actives ( like
) should have a lower H&Sp stat than an item with a lesser active or none.(
+ staff of flowing water ) -
**Lethality ** -> Remember AD champion's Execution abilities scale of it. Reduce lethality on it and increase the AD by a bit. -> Introduce more items. The assassin item choice feels lackluster and underwhelming.
is a good candidate ( make it more assassin oriented,but keep the duelist passive as a way for assassins to deal with Marksmen that rely on AAs) + a few more.
- Make Critical strike apply to bonus HP/ Armor effective against tanks,but less against squishies. As suggested by AquariusGine ( EUW ) > {quoted} > > like % bonus armor pen > > This allows ADC's to : > > Not burst squishies and assassins > Have predictable consistent damage per second > Still be effective against tanks > Not depend on RNG luck ( for the sake of both sides) > > In addition, Riot can tune how different ADCs scale more consistently and they can also come out with more interesting utility-based ADCs that don't overshadow other ADCs. Right now, ADC's do so much damage Riot can't afford to give them any more fun mechanics/ utility because it'll break em. > > I know what some of you are thinking; ADCs are already bursting tanks. The thing is, both are currently overtuned. With this change, I think it will bring more balance to the game. > > http://apollo-na-uploads.s3.amazonaws.com/1429493928748/LeagueRoles2.jpg
> {quoted} > > like % bonus armor pen > > This allows ADC's to : > > Not burst squishies and assassins > Have predictable consistent damage per second > Still be effective against tanks > Not depend on RNG luck ( for the sake of both sides) > > In addition, Riot can tune how different ADCs scale more consistently and they can also come out with more interesting utility-based ADCs that don't overshadow other ADCs. Right now, ADC's do so much damage Riot can't afford to give them any more fun mechanics/ utility because it'll break em. > > I know what some of you are thinking; ADCs are already bursting tanks. The thing is, both are currently overtuned. With this change, I think it will bring more balance to the game. > > http://apollo-na-uploads.s3.amazonaws.com/1429493928748/LeagueRoles2.jpg
- Reduce the over all mobility of the game by making more speed buffs towards enemies or them higher values when moving towards enemies. And, slows that reduce the enemies movement towards allies, slows really hurt some melee champions when they need to reach their target,we could at least make it easier for them to run away.
I know the whole post is mess and I will repost an updated version of it on the Boards a few weeks from now.Please leave replies.