Everything in League of Legends that needs to be fixed
Everything wrong with league of legends
I believe that the way how league is designed is flawed. Here is a list of things that I think need to be addressed. The list of champions that I think need to be rebalanced will be very long but it will be at the end.
Being able to edit your runes in champion select: So many times I've queued up for a game and been edited my runes and the queue pops. I have my choice: either hope that the champion/role the unfinished page is taken by someone else or decline the match and wait for everyone else to either click yes, no, of be afk...Just because I can't edit my runes in game...
The stupid leveling system: There is so much wrong with this -.-. If you're level 30 then you're top of the world and you can forget the tedious and terribly designed way you got there...by playing a tedious and terribly designed ranked system...but seriously the way you level up to 30 is a pain in the ass. It's like climbing mt. everest with infinite endurance but you have to take 1-6 steps a day. It's not like the matches before level 30 are hard but you need to play 250-400 matches to get there.5000-8000 minutes or 83.3-133.3 hours. What makes this system even worse though is they nerf you ridiculously. You don't have access to tier 3 runes until level 20 and you still need to unlock the rest of the rune page by making it to level 30. So before level 20 you have to deal with 3 attack damage, 3 armor, and 4 magic resist. If you play against someone who has the runes necessary to play X champion then you're at a massive disadvantage. Unless you are playing an unbalanced champion and the person with runes is a radish but we'll ignore that because that only happens once in 50 games. Let's compare vayne with and without runes because she's a champion that I know the runes for off the top of my head. The level 30 vayne will have 8.5 attack damage, 9 armor, 12 magic resist, and 14% attack speed more than you. That might not seem like much but her auto attacks (not counting tumble or silver bolts) will do around 18 more damage than yours. In a trade where silver bolts and tumble are used you'll take more than 100 damage that you couldn't do anything about. Even if you hacked the game and had the same attack damage boost as her you'd still lose trades because of her attack speed runes. They are very underrated. Just an extra dagger on vayne makes a huge difference in trading potential. The faster you pop silver bolts the faster you kill your enemy. Basically make tier 3 runes available at level 1 so we stop feeling so helpless. I'm not even done with this because of summoner spells. You can't use ignite until level 8, smite until level 10, and flash until level 12....bull fucking horse shit. Who looked at this and thought it was okay??? Oh I know. Riot before there was a meta. Even back then I'm still baffled they made smite a level 10 unlock. If you are a jungle main then sucks for you, you gotta sit through 20-35 games before you can even have a chance. Unless you play warwick but you still don't get to have smite to slow your enemies or deal bonus true damage. This is similar with ignite. If you are starting out against someone above level 8 then they deal 70-410 true damage more than you and you can't do shit about it. At least it's level 8 so you unlock it faster than the others but the worst culprit is flash. Flash is such a strong summoner spell. Being able to teleport a short distance INSTANTLY is just so broken but at the same time I'm glad it exists. If someone is out of auto attack range you can just flash and instantly get an undodgable auto off on them for the kill or just save yourself by teleporting over a wall, out of a skillshot, or out of an enemies auto attack range. Can you imagine the thoughts that go through someones mind when someone flashes to close a gap and kill them when they themselves don't have access to flash. Personally whenever someone does this to me I just say in all chat "I wish I could flash". There are 2 things that could be done to fix this problem. Either make all the summoner spells available at level 1 or make the matchmaking unable to match you with people who have these advantages (I would implement this).
Sandbox mode: Recently riot has rejected peoples' request for a sandbox mode to practice in. They said they didn't want it to become mandatory to practice in sandbox mode and they would never want it to happen. Why? I'm not one of the people that really want a sandbox mode but I can see the possible uses for it. Being able to practice what you're bad at without being yelled at by the army of assholes would be nice. So riot never want to implement a stress free environment...okay???
Ranking system: Currently the system is set up so that you have people near your skill level on both your team and the enemy team and less skillful people on your team than the enemy team if you are duoing. Winning in this game mode increases your individual rank and losing in this game mode reduces your overall rank. This rank would seem to be measuring your skill or trying to at least. This is broken because you don't always have control over whether you can win or not. If 1 person is afk then the game is much harder to win just because of sheer numbers. You wouldn't want to fight a 4v5 would you? Someone has to get ahead to basically count for the missing person for the team to have a chance. The other thing you can't control is others' skill levels. For the most part you will come across people of equal skill but then sometimes there is that one guy who gives the enemy thousands of gold for them to crush you with. If the rank you get is meant to simulate your skill level why is it effected by those around you? No one is perfect so the rank you get should be based on YOUR mistakes not your teammates. So here is what is wrong with the ranked system right now: The rank you get is based off winning and losing and nothing else. Winning will take you a tiny smidgen closer to the next bracket of whatever rank you are or the next rank if you get past all 5 of the brackets of whatever rank you are. Losing will reduce your overall rank measured by influence points (ip). Since winning barely raises your rank you're just trying not to lose a lot of the time, which you have no control of. This could be fixed by making the ip loss due to afks or others' failures lower than if the loss was directly tied to you. I think you should lose only 1 or 2 ip if any if you lose because of someone else feeding the enemy 3 kills before you can even roam or if they have internet services stationed on the dark side of pluto. Also if you win 3 games in a row with YOUR own skills you should automatically be in a promotional series. If you are winning so much then you are good enough to test and see if you belong in the next bracket of play. Basically the way ranked works is unreasonable and poorly designed. If anyone can make it to challenger it is a testament to patience more than mechanical skill (which does exist I assure you).
Ranked Bans: 3 bans is not enough. If you are going to make a game with a bunch of broken champs then not balance them why would you only give us 3 bans?! The list of champs that can snowball a game based solely on their kits is beyond the current amount of bans. With over 126 champions 3 bans barely covers the pinky toe of them. Out of all the broken champions right now the bans would need to be doubled at least to help this problem......................Am I the only one that thinks the existence of bans is not a good thing. It's basically the game developers saying they made some champions stronger than others and didn't even try to make the weaker ones have a chance against them. Banning champions suggests that champions exist that shouldn't be played in a rank influenced environment because of how strong they are......sigh. If they rebalance all the champions that need rebalancing then I think 3 bans would be fine because every champion would be dependent on skill alone and not be overpowered. Bans wouldn't need to exist then. If they don't touch shit like I know they aren't then the number of bans should be risen to 6-9.
Can't think of anything else so let's get to champion balancing shall we.
Too Strong:
Fizz: His E is broken because it dodges literally everything. It should have a weakness attached to it. Not a high cooldown or high mana cost. The move itself is too strong defensively and needs to be fixed.
Vladimir: His kit itself is bashed quite often but I think it's actually decently made. The only thing I think he needs to be balanced is mana. Give this guy mana.
Annie: Her stun needs to be more avoidable. As it stand right now her Q is undodgable and her bear is instant cast. Her Q needs to be a skillshot and her bear needs a small indicator. Otherwise she's balanced. Point and click stuns make the player feel helpless when they get 100 to zero'd.
Skarner: Make him less tanky, less fast, and make him need to land his E in order to ult someone. Otherwise he's balanced.
Mordekaiser: Make him less tanky and he's balanced. His damage would be fine if he wasn't able to tank the enemy team so well. Or Make him have mana so he has to plan his moves more effectively. Infinite shields and infinite damage is broken in Mordekaiser's case. Or make the health cost on his abilities higher. Maybe a percentage of his maximum health.
Garen: Make his Q and R dodgable. The silence on his Q is too strong against champions who need their abilities to fight back. With it as a point and click ability garen has no counterplay. His R ability needs to either be a dodgable ability so its ridiculous damage is fair or it needs to do severely less damage. Targets who are doing well taking 600 true damage from an undodgable attack is not fair at all. There's that helpless feeling again. I'd like it to be a missable attack instead of lowering its damage because lower damage numbers would make garen feel useless. Maybe make it so a huge sword falls from the sky on a target location.
Darius: Make the heal 5% for each enemy hit instead of 15%. Make his ultimate dodgable so flashing away doesn't still kill you when he hits where you were. Guys either remove flash or make Darius's ultimate dodgable. It isn't that hard of a decision.
Nunu: Make his snowball (E) a skillshot. That isn't too much of a nerf is it? To not get blasted by a 400 magic damage ball that slows by up to 60% and lowering their attack speed by 25%?! There is so much evil shit that happens to you when this ice ball hits you. You can't escape, you can't fight, you just got chunked.
Malphite: make his Q a skillshot. This attack is similar to Nunu's. It steals movement speed from you and it can't be dodged. Yet another ability that ruins you and you can't do anything about it.
Blitzcrank: Either make his Q have a smaller hitbox or make it slower. This guy needs to be harder to play and easier to play against.
Cho gath: reduce his movement speed to 325 and make his R a cone in front of him like a smaller version of his W. Undodgable true damage is bad.
Fiddlesticks: make his Q last for 1.25 seconds at all ranks and make his E silence for 1.25/1.5/1.75/2/2.25 instead. At least let me walk away from you instead of making me sit in roughly the same location for 2.25 seconds.
Heimerdinger: This is hard. I'd say take some of the power away from his turrets and put it back in heimerdinger. Like make his turrets do half damage but make his missiles do more damage.
Kog maw: Make his E have terrible AP scaling and do less damage overall. The attack is so big and hard to avoid getting hit by that it needs to not be so effective as a damage dealing spell. I say 70 magic damage at all ranks and a 15% AP ratio.
Shen: Make his Q deal 70 less magic damage and scale worse off AP. I say 100 magic damage at all ranks and a 30% AP ratio.
Udyr: Make his movement speed 325 and make his movement speed increase take longer to get going. Every stance could increase his movement speed by 3 and attack speed by 6% stacking up to 5 times instead of 5 movement speed and 10% attack speed stacking 3 times. This would give people a chance to escape from him before he becomes omega fast and rapes everyone and everything.
Warwick:...I honestly think this guy needs a new kit. His Q is a single target attack that heals him, his W is an attack speed increase, and his E makes him move faster toward low health foes (This is the one ability I would keep)...oh but his ultimate? An undodgable suppression that completely ruins anyone who he clicks on. Don't get me started on suppression. His new kit would need more attacks that effect enemy champions to make up for the fact that he would have a different ultimate (which is the most powerful thing warwick has). New Q: Warwick's auto attacks steal lifesteal from enemies hit by 5% stacking up to 20%. Enemies with 0% lifesteal have their health regen reduced by 5% stacking up to 30% instead. New W: Warwick slashes the area around him stealing enemys' attack speed by 10/15/20/25/30% per target. Warwick can gain up 50% attack speed from this ability. New E: unchanged. New R: Warwick triples the effects of his E on a target enemy champion for 10/12/15 seconds. During this time the targeted enemy heals Warwick by 100% of the damage he deals to them. I think this would fix his broken parts while fixing his weak points and keeping to his hunter styled lore.
Yorick: His W should slow by a lot less (8/10/12/15/18%). His E should do a lot less damage (50/65/90/110/135) magic damage because it scales off of 100% of his attack damage. Which should also be switched to 75% of his attack damage. The utility on this ability should also be reduced to a 10/15/20/35/40 (+10% of attack damage) heal instead of the huge amount it is now. His passive already reduces the damage he takes by up to 20%; he doesn't need that massive of a heal to still be good. His ultimate doesn't need a change.
Ekko: His passive shouldn't slow enemies by as much as it does while also giving him almost double his original movement speed. The slow amount should be halved and he shouldn't get a bonus when he already slowed his target. 10/15/20/25/30% slow for 1 second (instead of 3 wtf) and no movement speed bonus on 3rd auto attack. I thought more of his kit would be broken but that's it actually.
Lulu: Polymorph should last for only 1 second. 2.25 is too long.
Nasus: His Q should only give 1 stack instead of 3 (2 for large minions). The rate at which he stacks on top of how tanky he gets is ridiculously overpowered. This could also be fixed by limiting the amount of stacks he can get to (200?).
Olaf: His Q should have a smaller hitbox to fit the axe he is throwing not a humongous beach ball as it would appear.
Rammus: His Q should be able to go through minions but his taunt shouldn't reduce the target's armor. His ultimate should also do less damage slightly. 50/75/120 magic damage and 30% of ability power instead of 190 at rank 3.
Rumble: His Q should do less damage overall. 12/20/32/40/48 + 10% of ability power instead of 52.5 plus 16.7% and 18.8/30/42/54/65 plus 15% of ability power instead of 78.8 + 25% of abillity power. This ability destroys health so fast that playing against rumble is about managing his cooldowns. This would still be the case but I think the damage he can potentially do is too high.
Vi: Her R needs to be a dodgable ability. This guranteed knock up on top of a gap close is too strong. I think that it should mimic her vault breaker except it launches vi twice the distance and knocks an enemy up.
Kayle, Poppy, Tryndamere: These 3 all have ultimates that need to be removed from the game and replaced with something less broken. Kayle could massively increase a target's resistences, tryndamere could massively raise his own defenses, and poppy could...idk honestly that champion is a mess and should be removed or given a new kit.
Poppy: New passive: After taking more than 10% of her maximum health in damage Poppy returns the damage on her next auto attack. New Q: I'd keep this ability the way it is. New W (Active): Poppy gains 10/15/20/25/30% movement speed and the ability to move through units for 3/4/5/5.5/6 seconds. New W (Passive): Poppy takes 1% reduced damage everytime she is auto attacked by a target stacking up to 10 times. New E: Poppy smashs a target with her hammer knocking them back and dealing 40/55/60/75/80/90 magic damage on the initial hit and again if they hit terrain. Targets that hit terrain are stunned for .75/1/1.25/1.5/1.75 seconds. New R: Poppy targets an enemy champion and deals bonus true damage to that target for 4/4.5/5 seconds. True damage amount 5/6/7% of their maximum health on auto attack or ability connection.
Nautilus: Make his R effect his next auto attack to knock up a target instead of rooting them. Another ability that badly needs to be avoidable. I would change it in this way because it would look to similar to Braum's ultimate ability if it was a skillshot.
Ryze: His W shouldn't be effected by his passive. Being rooted every couple seconds isn't cool.
Diana: Her E shouldn't slow as much if it is going to be effective for 2 seconds. Or if it is going to slow so much it should be for a shorter amount of time. Either make the slow amount 10/14/18/22/25% for 2 seconds or keep the 35/40/45/50/55% amount the way it is and make the duration .1/.25/.5/.75/1.
Evelynn: Her passive is interesting because it means you need to buy a pink ward instead of a regular ward to anticipate her ganks which is both poor design and an interesting diversification. In order to determine which of these it is you'd have to look at how strong her kit is. Just her ultimate is strong enough. A 40/60/80% on up to 5 enemy champions and a shield on top of her already tanky builds. If she builds damage instead of tank she'll crush an adc in a matter of seconds without being able to see her coming. She's a great assassin if she builds damage and a great team fighter if she builds tank. Removing the stealth on her Passive won't change that other than making her have counterplay which is always a good thing (Unless Veigar is mentioned). Her new passive should just be the mana regeneration when out of combat that she had before. I also think her ultimate should slow for only 1 second. The 80% amount is needed for her not to be trash.
Pantheon: His Q should be a skillshot like Ryze's Q.
Sejuani: Her E should slow for 20/25/30/35/40% instead and her R should have a smaller effect radius where it stuns nearby enemies. Right now her Ultimate effects such a wide area around the original target hit it's hardly fair.
Swain: His Q should be a skillshot similar to Quinn's and his E should be a skillshot like Ryze's Q. The amount he heals from enemy champions from his R should be doubled from 25% to 50% instead of 75%.
Teemo: His Q should be a skillshot like Dr. Mundo's Q. A way of fixing his ultiamte to not be immensely annoying to play against would be to make the shrooms visible but only when enemies are standing 1 unit away. You would have to still sneak slowly into his lane to see traps and bushes would still be a problem but this would at least make them have more counterplay.
Twisted Fate: His W should be a skillshot like his Q but twice the speed.
Xin Zhao: His Q should be 6 talon strike. It should take longer for him to knock people up since he has an attack speed buff. People should have more time to outplay him. His E cooldown should be a little longer 20/19/1817/16 instead of 14/13/12/11/10. The slow on it is too good to be able to slow someone every 10 seconds for 2 seconds. If he is chasing you he'll slow you sometimes twice during the chase on top of the gap closer it naturally brings to the table. I also would reduce his base attack damage by 2.
Amumu: His E should put a stack of despair on the enemy which his R should use to stun enemies. Enemies that don't have despair would naturally only take the damage from the ability. This would give enemies a small window to flash away and use gap closing abilities to quickly escape the large area Amumu's R effects. The more counterplay the less helpless we feel. The time between his Q and R are a different story but eventually he'll find a way to get near you and use that ultimate so I still think this would be a healthy addition to the game.
Gangplank: His E shouldn't slow targets by 80% at rank 5. 20/25/30/35/40 sounds better. He already gains 30% movement speed from his passive, he doesn't need the enemy to be slow as well (This reminds me of the only overpowered part about ekko). His E should also not ignore so much armor. Even 30% is pushing it if you combine that with last whisperer. I say 5/10/15/20/25% of his target's armor would be more fair.
Karthus: Yet another 80% slow that shouldn't be here. His W should slow by 35/40/45/50/55% at the most. His ultimate should do less flat damage and scale with AP a little better 100/150/200 (+80% of ability power) instead of 250/400/550 (+60% of ability power). This will make him less of a threat unless he's played his cards right.
Lissandra: Her R should only be able to be used on targets hit by her Q in the last 3/4/5 seconds. More counterplay please.
Malzahar: His E should be a skillshot that is very slow like a bubble that drifts slowly where he aims it because of how much damage it does. This one ability has the potential to do 320+560 magic damage...that is insane on a point and click ability. His ultimate is even worse, a point and click Suppression that does 50/80/110 (+26% of ability power) every half second for 2.5 seconds. Okay not only is that 2.5 seconds that your enemies get to beat your ass for but that damage is ridiculous. That's more damage and scaling then veigar almost. 550+910 damage. 26%*5=130% of ability power! WHAT?! so if he puts his undodgable E on them and pushes his undodgable ultimate he is doing 880+1460 (2340) damage...and that's not even counting his W which does 4/5/6/7/8% of their maximum health plus another 1% for every 100 ability power malzahar has. So much undodgable damage it hurts aaaaaah. Make his ultimate like fiddlesticks drain and make the enemy able to get out its range. Just image if Fiddlesitcks's drain suppressed. I think I'll have nightmares.
Rengar: Remove the stealth from his R. Either that or make him do no damage because there are too many videos up of adcs being killed before they can even quantify what the fuck just happened to them. That exclamation mark doesn't tell shit when he can jump on you from a mile away. Make him visible so we at least know what direction to flash away from.
Shaco: Remove the blink from his Q and replace it with 5/10/15/20/25% movement speed for the duration. Remove the fear from his W. Just being able to place a box is enough map control but making it also have a form of crowd control is just too strong. His E should be a skillshot so he doesn't just stealth in and get a guaranteed kill with his homing knife of terror.
Volibear: His glitchey Q needs to be fixed so enemies who dash away or flash aren't still thrown when he tries to flip the air where they were standing before. His W shouldn't do so much flat attack damage. It should be more in the lines of 50/70/100/110/135 not 260 at level 5. What is this guy? Cho gath? His bite does enough damage with the 15% of bonus health damage and 1% more damage for every 1% the health the enemy is missing.
Nidalee: her Cougar W should have a long cooldown so she is encouraged to get the cooldown reset with minion kills or champion kills. I'd reduce it to 16/15/14/13/12 seconds.
And now for enemies that need to be rebalanced to be stronger than they are currently:
Tahm Kench: His W should heal allies eaten by a little bit. It would be a nice addition to a champion who basically kalistas' people to save them. maybe a 5% of kench's maximum health + 1% of the target's missing health?
Katarina: Her W should scale a little better with ability power. 25% is fine and all but 60% looks better.
Akali: Her E should pop her Q's mark again. There was no reason to remove this from the game other than to make her combo more annoying to pull off.
Taric: If he isn't rework completely then the stun on his E should last longer. maybe 1/1.25/1.5/2/2.25 seconds instead of 1.2/1.3/1.4/1.5/1.6 seconds. If he's reworked I'd make his passives give his allies more armor and his actives give them more attack damage or armor penatration. His ultimate should also be something meaningful like an attack that crystalizes the target stunned by his E for another 1/1.25/1.5/2/2.25 seconds or something.
Galio: The thing keeping galio from being a good support is how bad his W is. Bulwork should heal the target being damaged instead of healing himself and it shouldn't get weaker as time goes on. It should have a passive effect or something else to make him a little stronger for mid lane as well. Maybe an effect where Galio gains 10/15/20/25/30 resistances while bulwork is on cooldown or something.
Vayne: I don't know why but I feel like she needs something more to make her early game not so terrible. Maybe while her Q is on cooldown she gains 6/8/10/12/15% attack speed.
Veigar: His E needs to be a .25 or .1 seconds delay instead of a .5 delay which is terrible. I still think his W needs a slow or movement speed increase on it but if I had to choose one I'd go with a slow since landing it requires good placement or a good stun. 20/25/30/35/40% slow on W to help him slow down enemies not caught in his stun. I mentioned this earlier but Veigar's E shouldn't be able to be escaped by any means other than blinks so Fizz should immediately get stunned upon landing even if he can sorta jump over it.
Zilean: His Q should be faster so it can have a chance of actually landing on what you want it to.
...and that's everybody. It these changes are made then the game and the community will be much better overall. Thank you for reading.