Players' champion balance megathread

Shaydrox··2 votes·392 views

Welcome all to the massive discussion involving champion balance! Everyone, from any elo or region, can join here to share their own ideas. However, there are a few rules:

-You can pick only 1 champion to talk about -For each champion you pick 1 type of rebalance: buff/nerf/rework -You may write as many paragraphs as you wish about that particular rebalance -If you see anyone else has mentioned your champion with the same rebalance type, you should upvote them and post comments as a reply to their post in order to further that discussion -Do not flame anyone, and do not dismiss someone's opinion due to his ranking, everyone can join and discuss equally

Example (pure example not my actual opinion): Rammus - Buff I feel rammus needs a movement speed buff or perhaps a buff on his Q movement speed increase. He feels too easy to kite, even for immobile champions.

I'm interested to see which characters will be popular, and in what ways, among the boards community. It doesn't matter whether your opinion seems rare or common, post it here and hopefully others will chime in and bring their ideas to the table.

12 Comments

Mens Hair Club2 votes

voli rework

voli sucks and needs small changes to make him good + give him purpose

W now gives stacking flat phys damage on hit with no cap; attack speed steroid removed (base AS raised to compensate); bite is now a 1.5s tether and damage scales with stacks E destroys projectiles; slow reduced to 1.5 seconds, doubled if a projectile is destroyed R applies frenzy stacks to all enemies struck by it; AP ratio removed. frenzy damage is multiplied by .2 for every champion being struck by lightning (double damage if all 5 are hit)

now he is a proper melee carry with a niche for strong team fighting

HenzoAF1 votes

Got It [slayer-jinx-wink] Ursa DotA 2

Mens Hair Club1 votes

ursa is what voli wishes he was

Wacky92 votes

Yorick Buff

I don't know where to start. Yorick needs some sort of buff to bring him back to the meta. Heck, he doesn't even play like most other champions.

Passive buff: Make Mistwalkers have health scalings of 20% and increase their max number to 6 Make Mistwalkers have AD scalings of 40% and change the base AD range from 2-100 to 2-120

Q Buff: Double his healing stat. Change damage from 30/55/80/105/130 to 20/45/100/120/150

W buff: Increase attack range to 800 and get rid of the casting delay.

E buff: Change scaling to 50% (from 70%) and make it AD. Nothing else in Yorick's kit scales with AP and this just sticks out like a sore thumb.

R buff: Make it so Maiden is targeted normally like any other minion by a tower.

I feel these buffs are perfectly balanced and would easily increase Yorick's playability. I feel that Yorick should be developed as more of a late game champion, and these buffs would accomplish that.

Shaydrox1 votes

Oooh Yorick buffs I like those :>

These sound good but it'd be interesting to see how these pan out. He has historically always been a lane bully, and with his very melee range centered kit it would seem harsh for him to be more of a lategamer, but it does sound very cool :D

OmegaChadSett1 votes

Jhin-Buff.

Jhin is prone to being completely useless. The meta we are in (tanks/adc's that can synergize with ardent censor and crit) is a recurring theme, happens a lot. In this type of situation, Jhin is useless. He does nothing to tanks unless he builds full lethality which really isn't acceptable since his character is built around building crit, and he can't out damage adc's healing/support shields unless full build and even that's a stretch. My answer to this would be either 1 of 2 things or both depending on how effective one is in practice. First and most importantly, increase his base attack speed by a considerable amount. At lvl 18, his AS is 0.944, you are attacking less than once per second , adc's like trist, twitch, and jinx easily double that, combine this with life steal and shields, how are you expected to out damage/sustain them? This needs to go up to around 1.1-1.2 at lvl 18, considering you have no ways to actually increase this in game. If this isn't enough (which I don't think it would be), his crit damage reduction needs to go away. Jhin crits do roughly 700-800 damage against the enemy adc with no defensive items. A champion with higher attack speed (we'll use trist as our example) can do around 500-600 damage with her crits and they come out twice as fast and she never has to reload.

HenzoAF1 votes

The problem is probably your build, not the champion. Try Jhin item 3031 item 3508 item 3031 item 3031 item 3031 1500 damage crits are no joke!

HenzoAF1 votes

Malzahar Nerf

Malzahar is too strong and needs more play potential

Q: Base Damage down to 60/90/120/150/180 from 70/105/140/175/210 AP ratio down to 60% from 80%

W: Cooldown up to 10 from 8 Duration up to 8/9/10/11/12 from 8/8/9/9/10 Damage changed to (30/35/40/45/50% AD + 0/5/10/15/20 + 20% AP) from (5-65(based on level) + 12/14/16/18/20 + 40% Bonus AD + 20% AP) Base Attack Speed down to 0.625 from 0.665 REMOVED: Attack Speed Growth NEW: Voidlings gain 1-5(based on level)% Attack Speed per second alive

E: Cooldown changed to 14/13/12/11/10 from 15/13/11/9/7 Base Damage up to 80/120/160/200/240 from 80/115/150/185/220

R: Beam Base Damage down to 100/200/300 from 125/225/325 Beam AP ratio down to 65% from 110% Pool AP ratio up to (5% per 100 AP) from (2.5% per 100 AP) NEW: Beam pauses (E)Malefic Visions's duration

Shaydrox1 votes

Interesting, it seems you're shifting him back a bit to what players disliked about Riot's rework on him. Why do you think these changes would make him healthier?

HenzoAF1 votes

About the damage changes on W: It don't really change the overall damage, just make it feels more fluid. The attack speed change is the big "difference". Voidling allways used to have power growth depending on time alive. Old ones used to gain attack damage after 7 seconds and attack speed after 14 seconds. "After rework" ones used to multiply whenever they attack an enemy. But current ones don't have any growing power over time alive, I think they need it.

The changes on Q, E and R are just number changes. The new effect on R is to make it more gratifying if well used, also to gives more executing power.

HenzoAF1 votes

About making Malzahar healthier:

Reducing Q, W° and R damage will greatly reduce his burst power. °Voidlings will have less attack speed at the time they spawn

Increasing E cooldown will make it harder to use and increse the skill cap.

HenzoAF1 votes

Probably should:

W: Increase gold reward to 5 from 2 (to punish bad use)

R: Beam AP ratio down to 60% instead of 65% Pool AP ratio up to (4% per 100 AP) instead of (5% per 100 AP)

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