@RIOT | Gameplay Solutions

Elohaven··1 votes·327 views

Hello everyone.

I'm not a famous poster or someone known on the boards. However, I do hope that everyone here can read this long thread regarding the frequent discussions on the Gameplay section and League. For a while now, after the mid-season update, a lot of issues have popped up. The biggest issues are BOTRK, ADCs, Towers, Game Changes, and a lot more minor things. I'll be addressing ALL these points in this thread.

Please upvote this thread if you do like the discussion. I am aiming to get all these points addressed by Riot at some point and if you do agree, please do help get this thread noticed. If you have other points or want to address my mistakes, please post below.

#Background Information

The mid-season update, if we were to generalize its results, buffed damage and resistances but decreased HP. In theory, the mid-season update was an ideal option if it weren't for the fact there were unaccounted for scenarios/champions which weren't looked at. Thus, we came to this situation where League has changed its meta for the past two seasons.

#BOTRK/BORK - Blade of the Ruined King

BORK is an item that has been a fan-favorite of ADCs for quite a while now. It was the Rylai's of ADCs, prior to Rylai's nerf. If we were to compare it to another item, it could also be seen as the Morellonomicon of ADCs. It is a strong item, allowing ADCs to gain an early power-spike but fall a bit off in the mid-game until they farm up for their critical strike items.

BORK is a stacked item. It is meant to be a "jack-of-all-trades" item for ADCs. It offers %HP bonus damage, lifesteal, attack damage, movement speed, magic damage, attack speed, and kiting potential. Due to the nature of BORK and its intended objective, it is a hard item to balance out. Abusers like Lucian and Ezreal are prime examples.

So how would you deal with BORK?

In order to balance Lucian without harming every other ADC in a strong way, and also keeping Lucian viable, I would make BORK's bonus HP damage be applied on every second auto-attack and nerf the damage to 5%. Attack-speed reliant ADCs would not be completely harmed in a big way by this change as they will still be able to dish out %HP bonus damage every second. Lucian would be able to proc this passive in combination with his passive as well. However, the on-hit damage will be significantly less and his DPS would be cut. In addition, it adds even more importance to landing his full combo(s). His ideal combo is Q -> E -> W -> Q -> E with auto-attacks in between each. This spans over 3 to 5 seconds depending on the macromechanics Lucian executes. The amount of damage he can dish out will strongly vary.

Our second option is to disable on-hit effects from proc'ing on Lucian's passive. His passive can only critically strike and the speed of their firerate increase with attack speed. This will force Lucian to build critical strike. With the cast times and animations edited, Lucian will still be viable with this change. If he gets too weak with this option, I would support he get a damage buff on his passive such as a 30% to 50% increase.

#Draven

In season 6, Riot buffed Draven's Q damage to make him become your ideal lane bully. This change was ideal and good. However, they never once looked back at this buff when considering the changes to items on the mid-season update which lead to his Death's Dance build.

DD is an item not generally built as a core item on many champions and is not necessarily needed. The most simplest of solutions would be to make it a melee-champion only item. The item costs a lot of gold and is important due to its passive coupled with its high attack damage and lifesteal. It is not an ideal pick for ADCs as many need attack speed to deal a majority of their damage. Draven uses DD because attack speed is not necessary for him to match the damage of other ADCs due to the bonus damage increase from his Q.

I believe Riot has three options to handle Draven and keeping him as the ideal lane bully they wanted him to be: • Make Death's Dance MELEE-CHAMPION ONLY • Nerf Q bonus damage and scaling at later ranks • Nerf W attack speed from 40% to 25% attack speed. • Increase DD gold cost • Change build path to two B.F. Swords and a Vampiric Sceptre • [Secondary Option] Increase DD[sole-cost after all acquainted items are brought] cost from 625 gold to 850.

I would prefer the latter three options. Draven still gets to be a lane bully but still softens up during the mid to late game. Draven is supposed to be an early game monstrosity but easier to beat as the game progresses. In this sense, Draven's all-in playstyle would be much more profound with these options coming in.

Another complaint has been Draven on lethality. This complaint isn't even raised high enough to warrant attention but still something I'd like to hit on. Draven can also go full-on lethality and one-shot any ADC he likes as well. Individually, he may not be destroying tanks/bruisers, but his team can have their bruisers/tanks help him out as he obliterates the backline. I don't believe this is as much as an issue since it's costly and Draven can get punished for it if the enemy team brings CC. If you guys don't bring any CC on your team, there's an issue with how you're playing unless it's just for pure fun.

Twitch

The issue with Twitch is that the mid-season update just let him go on a rampage. He gets 850 ranged autos with 2.00 attack speed, 80% critical strike chance, armor penetration, 50% attack speed steroid, 70 increased attack damage and grievous wounds proc'd piercing shots for 5 seconds. These shots can be dodged if you're not targeted, if you flash the moment the attack replicates to your client, or use an ability perfectly timed. However, his attack speed will this make your dodge useless and he will still dish out enough to damage for everyone on your team to go back to base or weaken your team by a huge amount.

He is an immobile ADC with camouflage - a form of stealth that can only be revealed with control wards. The issue with Twitch's camouflage,rather than Vayne's ultimate, is that it does not allow the opponent to react or play against it. Vayne only has a second to reposition herself while Twitch's camouflage is a small range which can even help him escape from hard CC even though he should be immobile.

Why?

Control wards take up a SLOT. Thus, late-game, they become problematic to buy to place to Twitch from "ambushing" the team. In addition, Twitch cannot be revealed with regular wards so there is not a completely reliable way to counter Twitch's camouflage. He is also quite stacked with his abilities. Yes, Twitch should be able to melt teams but he should respect his stealthy mechanism and try to avoid being visible. This balance is not being respected so Twitch will need a slight nerf in order for players to use him as INTENDED and give chances for the enemy team to react.

  • Twitch is revealed by wards, trinkets, and lenses if he gets into 300 units from them.
  • If you feel Twitch will be gravely wounded by this change, think about the attack range he gets on his ultimate. In addition, his camouflage is his auto-attack range or smaller.
  • Another option is to take away the bonus attack damage from his ultimate, but make his piercing shots undodgeable until they hit the primary target Twitch is attacking.
  • Third option: Increase camouflage detection radius to 600 units. This requires Twitch to make use of his 830 or 850 bonus range with his ultimate.

Thoughts?

#Fiora

She simply needs a weaker early/mid-game. She should be playing safe until she gets enough farm to defeat lane bullies like Pantheon or Renekton.

  • Nerf the true damage on her Q and remove the movement speed gained from vitals.
  • Second option, increase Q cooldown and mana costs at early ranks. Change scaling.

She doesn't need major nerfs. Just slight changes for her scaling.

Towers and Game Meta/Changes

Now, we always have said @Riot for a while or "Rito please" - but at this point... ...This NEEDS to be addressed.

This game leaves no room for late-game champions anymore. You introduced the Rift Herald and this early-game/mid-game snowball meta. Either give these late-game champions faster scaling options, mid-game boosts, or remove them completely.

Towers are way too easy to destroy and super minions can be gained by 12 minutes into the game. It's ridiculous at this point. And I'm not exaggerating. Snowballing has gotten too out of control.

My idea:

  • Buff Towers for once
  • Make changes for Solo-Q individually and LCS individually

Tower Buff ideas?

  • Increase strength of towers based on tiers
  • Give towers multi-target abilities
  • Give towers true damage. Tanks can still tank the damage for some time and be healed to negate it.
  • Longer a diver stays under tower, the faster it fires

Those are some general ideas. If you want to couple them together or what-not.

For now, I'm tired.

1 Comments

RollnUnderTheBus1 votes

I agree with the early and mid snowballs. Games can end so fast now and as a fan of more late game champs I feel discouraged from risking a loss to play them.

And buff the freaking towers, yes. I loved when Riot changed them last season or the season before. When they had shields and lasers. That shit was awesome. Riot please, at the very least make the Nexus towers SIGNIFICANTLY stronger. These are literally the last line of defense, I think they should be the strongest.

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