Addressing Toxic Champions - Lux
League for the most part, is a balanced game, with a fun variety of champions to choose from, but every now and then, some totally broken champions seem to slip right through. With the arrival of the Juggernauts a few months past, along with the ADC update, it brought some old champions back into the scene, but not necessarily for the better. League is a game that's balanced around the competitive scene, and unfortunately, we are not all talented players that play this game for a living. A handful of champions are tearing up the ranked ladder, and are toxic to the game's integrity. Lux isn't necessarily a problem because she does a ridiculously amount of damage, or lacks counterplay, her toxicity lies in her low risk - high reward playstyle. The problem mainly lies in her ultimate, a low cooldown, extremely high damage long range nuke spell. There are a handful of similar spells to Lux's ult, but mostly belong to ADCs. The difference between Final Spark and spells such as Ezreal's Trueshot Barrage is that it is near instant, and there is little you can do to play against it. Of course, everyone knows the feeling of getting binded and then getting blown up by Final Spark and Lucent Singularity, but at the very least, that requires you to get binded first. A better spell to compare Final Spark to is Jhin's Curtain Call, which also fire a long range projectile nuke. While the shots also slow the enemy, there's a large cone that opens up and requires Jhin to leave himself open, revealing his position if they follow the cone back to the source. Lux does not have this issue, as her ultimate has quite literally no risk behind it. To punish Lux players for missing abilities, I suggest an addition to her passive: **Whenever Lux damages an enemy with an ability or shields allies other than herself with Prismatic Barrier, she gains Luminescence, up to a maximum of 100 (Luminescence could be tracked by a seperate bar, and Luminescence gains could be specified on each ability) Each instance of an ability, including Illumination (her current passive) cannot generate more than 20 Luminescence.The amount of Luminescence Lux has determines the power of Final Spark, increasing the range and damage the more Luminescence she has. Not hitting any targets with her abilities causes Lux to lose Luminescence and not using any abilities for an extended duration will gradually drain Luminsescence. ** It is worth noting that her current passive would still exist, and would generate it's own Luminescence. Realistically, hitting an ability and utilizing her current passive would generate her 10 or 15 Luminescence. At around 60 Luminescence, Final Spark will be about the same range and power as it is currently, and at 100, it would be near doubled what it is now, but with a slightly longer charge time. It is worth noting since Final Spark consumes Illumination marks, that particular Final Spark would be affected by the Luminescence gained by detonating Illumination marks. So at 0 Illumination, assuming each ability generates 10 Luminescence, and Lux doesn't auto attack between the combo to consume initial the initial mark from Q, Final Spark would be affected by 30 Luminescence, dealing less damage than it does now. This would be better for Lux in the late game and would require Lux to play smarter in the early game. Additionally, the extra charge time for a 100 Luminescence Final Spark wouldn't be drastic, it would still provide enough time for her Q-E-R combo for them to be still locked in the binding.
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