As challenged, I have decided to make a changelist that would be better than current balance
We, the players of League of Legends, seek to obtain a more perfect state of balance by reducing the late game power of marksmen, reduce the CC and tankiness of tanks, lowering the peel and impact of supports, increasing AP item diversity, rebalance the snowball between teams and individuals, increase the interest of the game with more incentive to make solo kills, and ensure the prosperity and end the bias against bruisers.
Players have the right to have a balance team who is free of bias, will use common sense, will not purposefully make classes imbalanced, and will not be ignorant towards the state of the game. The only bias a member of balance should have is the bias of balance. Balance members who blatantly do not meet these just standards should be removed as they are a direct contradiction to the concept of balance.
All changes will be considered what is major.
Marksmen: Currently Hypercarry Marksmen are dominating the game entirely due to the state of the meta. However, some Caster Marksmen are not without their problems. Marksmen overall have too powerful of a late game. All of this will be addressed.
W stacks poison at half the rate it currently does. E base damage (not per stack) reduced by 0/5/10/15/20.
Passive attack speed reduced to 40% and 20% respectively (From 50%/25%), Q cooldown reduced by 4 seconds and is no longer reduced if you hit targets with Blight, and Q maximum AD ratio increased by 15%. Basically undoing unjust nerfs that were a product of the meta, while hitting his passive a bit to compensate.
Critical Damage boost reduced to +35%.
-5 AD, cost reduced by 150 (now 1150). To reduce snowballing in the bot lane.
AD reduced by 10 (now 60), CDR is now 20% immediately, and cost is reduced by 100 (to 3100).
Damage from passive reduced by 5-20.
Passive cannot co-exist with Stattik Shiv's passive.
Damage reduction reduced to 8%, Movement speed from passive reduced to 5% (10% overall, from 12%).
DoT Convert reduced to 20% of damage taken, -5 AD.
Bonus damage maximum reduced to +15% and health difference increased to 2000 health. (0.75% per 100 HP difference)
-5 AD (reducing bad powercreep buff)
Lifesteal increased to 15%, cost reduced by 100. (Just hold on).
Lifesteal removed. Replaced with +2 health onhit.
[Warlord's Bloodlust] Healing increased to 5-45% AD (from 5-40% AD)
[Lifesteal] Reduced by 30% for ranged champions. (Warlords is now 31.5% for ranged effectively.)
Tanks: Tanks in total are an issue due to a few items, while most are just issues based on kit. Mostly just CC.
Removed from the game. ADC lifestealing bullshit is dead now with reduced lifesteal effectiveness for ranged. Stop ruining bruisers.
See reason above. Also not interactive or good design.
Cost increased to 2800 gold, active bonus health when near 3 targets reduced to 80%, and all health gained is considered BASE Health. (This item practically dictates who is viable top lane, except Jax who can abuse Ardent with his passive.)
Damage reduction for repeated spells reduced to 15%; no longer effects attack modifiers.
Movement speed reduced to 55%, slow reduced to 55%.
I think the Stoneplate change is enough. If not, -0/-15/-30 health per ultimate stack.
Passive bonus armor/MR ratios reduced to 60%. Slow immunity reduced to 70% slow resistance. E - Permafrost stun duration reduced to 1/1.15/1.3/1.45/1.6 Passive damage reduced to 7%/12%/17% max HP damage.
Passive heal reduced by 2% at all ranks and changed to missing health. W - Twisted Advance root duration reduced to 1 second at all ranks. Base attack speed reduced to 0.0674 (from 0.0694); base AD per level reduced to 2 (from 3.3).
Can we just revert this rework?
Compensation time. Immolate damage changed to 15 + 1.5 per level, 150% increase vs minions and monsters. Radius increased to 360 from 325.
Supports: Purposefully powercreeped in an attempt to make the class more popular, Riot failed to realize the massive negative impact on the game this would have, such as giving AD carries too much protection on top of lifesteal.
Gold generation decreased.
You know this was coming. You know had to do it. As nerf compensation for an unnecessary buff of heal/shield power, we must right these wrongs. AP reduced to 45 (from 60), Passive attack speed reduced to 15%, Passive Onhit damage reduced to 20 onhit damage. Passive is NO LONGER given to the user if they heal/shield an ally.
Shield reduced to 40 + 23 per level, health ratio removed. Melee only. You get Redemption, or Locket, not both.
Heal reduced to 30 + 15 per level, effected by heal/shield power twice as much (from thrice as much).
Heal based on partner/damage reduction reduced to 8%.
Polymorph reduced to 1.1/1.2/1.3/1.4/1.5. Shield increased by 10 at all ranks.
Ultimate Charm duration reduced to 1 second at all ranks, but movement speed increased to 50%/55%/60% (from 50% at all ranks). E - Battle Dance shield increased by 15 at all ranks.
Headbutt stun reduced to 0.5% seconds. Probably needs more.
W mana cost reduced by 10. E mana cost changed to 50/55/60/65/70.
Bruisers: A class the balance team has a blatant bias against. The creation of Bramble Vest and the abandonment of a class update has proven this, and without a public apology, we are left with no choice but to believe in what their actions say.
This guy has just seen so many unjust nerfs over the past year. I feel sad for him. Q now makes all targets gain full passive stacks if at least one target hit by it is at 5 stacks (already, or after the hit). Q handle hit increased to 45% of damage (from 35%, which was from 50%).
Movement speed bonus from ultimate cut in half. W attack speed slow reduced to 35%, no longer can stun. Passive damage ratio reduced to 3.5% per 100 AD (from 4.5% per 100 AD). I hope this is enough.
Early orb fill rate increased. Minor change for jungle, major for top lane.
Counts as a melee champion. Can now buy Sterak's Gage and Titanic Hydra.
Melee E mana cost increased to 40 / 50 / 60 / 70 / 80 / 90. Melee Q mana cost increased to 40 / 45 / 50 / 55 / 60 / 65. Base mana reduced by 50.
Movement speed from W - Hyper reduced to 20% - 50%. W - Hyper percent HP damage reduced by 2% at all ranks.
Base damage on Q reduced to 75 / 135 / 195 / 255 / 315.
Shield cooldown begins after the shield is broken or the effect ends. Base HP regen reduced by 1.00 (to 4.34, from 5.34). Ult damage reduced by 10-40 (remember, based on missing HP) at all ranks.
Q deals 5% max health physical damage and cannot be canceled during the attack animation. W cooldown reduced by 4 seconds at all ranks.
Rework down below
Q damage reduced by 10/15/20/25/30.
Passive heal cooldown increased to 12 to 6 seconds, bonus AD ratio reduced to 40% (from 60%). W - Twilight Shround duration reduced to 4 seconds; revealing when attacking increased to 0.75 seconds (from 0.65 seconds).
Cost reduced by 350 gold. Passive changed to proc at 400-1400 damage (from 400-1800 damage which means it never procs). 50% base AD is now a unique unnamed passive.
Melee only. Bye Kog'Maw
Armor reduction increased to 5% per stack (max 30%). Passive cannot coexist with Last Whisper (will cause the other to no work).
Cost reduced by 200.
Cost reduced by 100 (400 gold for 1% AS and 15 onhit damage? That not that great.)
Bloodrazor: Buildpath changed to Dagger + Recurve Bow + Smite Buff.
Time to return this guy back to the bruisers. Cost reduced by 200; initial AP reduced by 5, initial AD increased by 5. Attack speed per stack reduced to 5%; max stacks increased to 8; melees stack twice as fast. Guinsoo's Rage changed to 5 (+15% bAD)(+7.5% AP) magic damage onhit in an AoE (from Phantom Hit).
Tenacity increased by 5% (to 35%).
Armor reduced to 25. Preemptive nerf.
[Tenacity] Now reduces displacements.
Assassins: This class is more effected by the state of other classes than it's own, thus this list will be very short.
Q Isolation bonus damage reduced to 50%; cooldown refund reduced to 50%. R invisibility reduced to 1.25 seconds, Bush invis reduced to 2.5.
Blackout Passive removed. Nightstalker passive now has a 30 second cooldown.
Mages: So a lot of people think mage items need changing. I agree, Morello is pretty broken and a few items suck.
AP reduced by 20.
Cost increased by 200.
+5 AP per stack (from +4 AP, max 110 AP).
This, and all upgrades, passive reverted to Valor's Reward.
-200 cost. Amp tome added to build path for smoothness.
+100 HP, +5 AP, build path changed to Amp Tome + Blasting Wand + Giant's Belt, cost increased to 3100 gold.
Another Amp Tome added to the build path for smoothness.
-10 AP, -400 cost.
AP is no longer gained by stacking, AP increased by 10.
+10 AP, +200 cost, Amp Tome added to build path for smoothness.
I'll fix this another day. This is getting too long for me.
Q AP ratio reduced to 60%; base damage reduced by 10 at all ranks. E AP ratio reduced to 45%.
W AP ratio reduced by 10%; base damage reduced by 10 at all ranks. E bonus resistances reduced to 15 at all ranks.
Q AP ratio reduced by 10%. Base damage per sphere deduced by 10 at all ranks.
The Map, Game Mechanics, and Objectives: This is more of a challenge, but also quite simple. Only context you really need to know is that a kill with an assist gives 300 gold to the killer (normally) and 50 gold to ever person who gets an assist, making solo kills give less team gold. Also note shut gold begins at 2 kills. [Jungle Catchup XP] Changed to 45 XP per jungle camp per level difference from 30 XP per monster per level difference. [Mountain Dragon] Bonus damage vs objectives reduced to 8%/16%/24%. [Infernal Dragon] Increases damage by 6%/12%/18% from 8%/16%/24% Bonus AD/AP. [Baron Nashor] Health increased to 7000, health per minute (from game start) increased by 20. [Outer Turrets] Health increased by 300. Fortification increased to 8 minutes and returns to Bot Lane Outer Turret. Fortification, while active, increases reduction by 5% for every nearby enemy champion beyond the first. [Inner Turrets] Health increased by 400. Gain 10% bonus armor pen every attack while "heating up" to a max of 40% bonus armor pen. [Inhibitor/Nexus Turrets] Laser beam returns. Gains 200 Health. [Hand of Baron] AKA, Baron Buff. Empowered recall removed (and therefore no extra movement speed). Taking Baron is now a risk and no longer completely negates splitpushing punishment. [Crest of Insight] AKA, Blue Buff. Gives 2 AP per level again. [Kill Gold Rework] Kills now give 325 Gold. This gold value is reduced by 50 for each person who assists on that kill (and the assiter gains that 50 gold instead). [Bounty Gold] Now begins after a player has gained 3 kills, rather than 1. Bounty is 35 for 3 kill targets, 50 for 4 kill targets, and 65 for 5+ kill targets. (35/50/65 per member on the team.)
Aatrox Rework: This challenge always wanted me to do a rework, so I will.
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Passive - Blood Well: Now split into 8 bars worth 12.5% of the bloodwell (max 100%). Drain 1/8th of Blood Well for every second while out of combat. At maximum Blood Well, Blood Well will turn Hellbent and rapidly drain 1/8th per second, refreshing when entering combat with champions, turrets, and monsters, and grant Aatrox 25% base AD and 35/45/55/65% (1/6/11/16) attack speed. Taking fatal while Blood Well is Hellbent, Aatrox will revive over the next 3 seconds recovering 30/35/40/45% (1/6/11/16) maximum health and removing all debuffs. Upon revive, Aatrox's Blood Well will be full. Then Aatrox's revive is put on a 170/155/130/100 second cooldown.
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Q - Dark Flight: Aatrox jumps up and slams down on a target area dealing 10 / 35 / 60 / 95 / 120 (+ 105% tAD), knocking up all units within it's epicenter. Aatrox is immune to displacements and polymorphs during Dark Flight. Dark Flight fills Blood Well by 2 bars. 11-9 second cooldown.
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W - Blood Cleave: Passive: Aatrox's abilities (including Blood Cleave the the basic attack with it) gain 30/35/40/45/50% armor pen. Active: Aatrox's next basic attack slashes all nearby targets dealing 35 / 70 / 105 / 140 / 175 (+50% tAD) and healing for 30 / 45 / 60 / 75 / 90 (+30% tAD) (+7% missing health). Resets Aatrox's basic attack timer, applies two stacks of Black Cleaver if you strike a champion with the basic attack, gains +50 range like most modified attacks, and fills 2 bars of Blood Well. 6-3 second cooldown.
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E - Blades of Torment: Same thing, but is wider, starts from behind Aatrox, will always hit targets in between the blades of energy, slow increased by 5% at all ranks, and allied minions struck by the waves of energy gain 5/10/15/20/25% attack speed and movement speed. Fills 2 bars of Blood Well. Same Cooldown.
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R - Massacre: Aatrox draws in the blood of his foes, dealing 200 / 325 / 450 (+50% tAD) physical damage to all nearby enemies, granting Aatrox 50/60/70% attack speed and all allied units 25/30/35% attack speed and increasing Aatrox's attack range to 375 for 12 seconds. Damage radius increased, buff radius is the same as the new damage radius. Using Massacre increases Blood Well by 2 bars plus 1 bar for each enemy champion damaged. 100 / 85 / 70 Cooldown.
Makes Aatrox a commander of war, but of minions, while also keeping his identity as a splitpusher. Also insures Aatrox has an anti-tank mechanic, finally.
The challenge was simply make a better patch note than what the balance team has been doing. I could have easily just down some Ardent nerf and it would arguably be an easy victory, but why stop and not give the effort?
was ok with it.
Also a majority of players care about low elo its where most the player base lives. You need to keep in mind that riot juggles balance for all elos if you wish to comment on how they balance their game.
and this
from using it. You do realize Black Cleaver was also changed for similar reasons right? Other champions were abusing it and thus some like Sterak being melee only was done to buff it for the champions that needed it while preventing it from being abused by someone like Kalista.
over MASSIVELY by doing this... Restricting build versatility is NOT the way to go to make supports more enjoyable to play as/with/against.