Tbh, one could fix League balance in a single patch

Salson··4 votes·467 views

All we really need are 10 changes, none of which affect champions themselves.

Towers:

  1. Towers give a 20 Armor/Magic Resist buff when outnumbered, halved for ranged champs. Reduces pressure in 'unfair situations' like the 5-man bot. The buff expires in 12 minutes, as it's usually no longer needed.

Top: 2) item 3071 armor shred increased to 5%, up to 30%. Empowers bruisers and nerfs tanks without nerfing their direct power. 3) Bring back Fervor of Battle in the Domination tree. Possible change would be adding spell damage as a way to gain stacks.

Jungle: 4) Reduce the Exp bonus given by item 1041 and item 1039 before they are upgraded to a single item. More precisely, revert the 5.9 buff and make Junglers need 4 camps for level 3. This should not affect the Junglers who look to full clear the jungle and back, but would greatly reduce the pressure they have on lanes. 5) Reduce the Infernal Drake buff from 8% to 5%. There is no reason the least healthy and most stat-checky buff to be the strongest.

Mid: 6) Make item 3020 give 10-20 Magic Resist based on level instead of flat 18. It's too snowbally at the moment, a per-level change would let it keep in strength with per-level MR gain all champions now have. 7) Give item 3089 a component item made out of item 1058 and item 1052. 80 AP + 15% AP increase seems balanced, might need tuning.

Adc: 8) Increase the price of all item 3086 items by 200. Would not hurt Marksman too hard unless they stack them. 9) item 3031 bump price to 3800, give component item. item 1038 +item 1018 +400g = 40AD + 20% Crit chance + 1.25 Crit damage multiplier Should actually be a neutral change, as a smoother power curve allows for more power until the item is fully completed.

SupportL 10) Nerf the support items. They give decent stats and a low of passives and actives enough to be used on other roles, even if they don't utilize 100% of the items. Three possible ways to fix this would be less gold generation, less stats or removal of Quests.

Thoughts?

15 Comments

Ayanami3rd2 votes

Or we could just recover a backup from before pre-season. :)

Towers are a serious issue. With the rest, I have to rather disagree, especially for the support items. If they get nerfed any more, supports get utterly useless. Please don't jump on the OMG RELIC SHIELD ABUSED BY ADC!!111 train. :)

Salson1 votes

Supports are actually rather strong atm.

I've been complaining about it long before the preseason. The overpowered part started with the addition of Quests, and the insane gold income was part of the Ardent meta.

Eedat1 votes

Those Jungle changes don't work. You have to remeber that Jungle camps are much more difficult to clear and, more importantly, don't respawn nearly as quick as they did back then. You cant just drop XP back to what it was back then. Season 5 is when they made those changes

Salson1 votes

I think it was S6, but don't quote me on that.

Anyway, I think jungle ganks before their first back are really fucking up the game for solo laners at the moment. They we're anoying the whole last season, even Apdo said: 'I got Rank 1 by playing around my Jungler'.

Tbh, if anyone has a way to make junglers full clear > back > gank the actual meta, I'm all ears.

Eedat1 votes

Patch 4.20 (preseason 5 patch):

  • Small jungle camps now respawn every 50 seconds ⇒ 100 seconds
  • Base health, attack damage, gold, and experience of small jungle camps have been increased by 20%
  • Greatly increased the attack damage scaling of small jungle camps throughout the game
  • Increased the health scaling of small jungle camps up to level 12
Salson1 votes

V6.9 Bonus experience upon killing large monsters increased to 50 from 15. Added +30 bonus experience on monster kill for each level higher the monster is than you.

I mean this, that's when the gank fest first started.

Eedat2 votes

Thats already been changed and catchup XP was already hit this preseason

Salson1 votes

Needs more hits, junglers are skill hitting level 3 before laners.

DJ 019751 votes

I like the idea of scaling sorc boots and the addition of Armguard/Jaurim's-style items for Rabbadon's and IE. They all too often feel like they're not worth the investment until the item is entirely completed, while also costing nearly 20% more than another item of the same category. I understand they're meant to be power multipliers but why do cycle-cast mages and juggernauts get items that smooth their power curve but marksmen and burst mages do not?

Fizz Akabane1 votes

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Salson2 votes

They failed to really make him better in the update, guess a revert wouldn't hurt.

At this point he need a Xin/Rek'sai level work to really be 'good'.

Kivolan1 votes

The bottom line is that towers need more damage. I took 100 damage from a tower shot at like... Level 6. As Vel'koz.

Turrets should do true damage, something like 10% max health or 150 damage for the first shot (whichever is more), ramping up to 15% max health or 225 damage for the second shot and 25% max health or 300 damage for third+ shots.

Now you don't have tanks sitting under turret for an entire minute 10 minutes into the game. Dives are still possible, but a lot riskier.

Salson1 votes

I don't think there is anything wrong with 'fair' dives. If you can outplay someone feel free to kill them.

The only really fucked up shit is getting dived by multiple people coming out of nowhere because you got marked for execution.

With that said, %hp true damage might be a good idea if it's only active when you get outnumbered.

Dehitay1 votes

You can't nerf support item stats or gold gen without completely fucking over supports. And unless you're willing to go on a personal crusade to make more people play support, that's a horrible idea. If you're wanting to specifically nerf those items in non support hands, that makes sense though. Maybe -50% gold from minions and double the active cooldown until you get a sightstone for support items.

The jungle nerf is another idea from somebody who clearly doesn't play jungle. To be honest, if junglers ganking after 3 camps is such a huge problem in your opinion, you really should consider if it's the junglers to blame or the people who can't deal with lvl 3 ganks. I play every position and I can tell you, having a jungler early gank me and fail is hilarious and easy cause I know what that means to the jungler so I can prevent it and take advantage of it.

Salson1 votes

You can't nerf support item stats or gold gen without completely fucking over supports.

Sure you can, there were no Quests before mid-season 7. That's when Supports started doing more than they should.

To be honest, if junglers ganking after 3 camps is such a huge problem in your opinion, you really should consider if it's the junglers to blame or the people who can't deal with lvl 3 ganks.

I don't blame junglers, them simply adapted the playstyle to the meta.

V6.9 Bonus experience upon killing large monsters increased to 50 from 15. Added +30 bonus experience on monster kill for each level higher the monster is than you.

And this is where the gank-fest started. The second buff is fine, the first one should be reverted, as that's 50% of what's causing the current early game meta.

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