Board thoughts: Class outline for balance

XeroKimo·8/1/2018, 1:09:40 AM·2 votes·768 views

I saw a topic of assassin controversy, which asks the community what would make an assassin be fair, and people kinda gave outlines in what it would be like. Most stuff tend to agree with one another and of course I gave out my own and I'm thinking what some peoples' general outline for other classes are like and how certain champs, or the class as a whole fails to meet the outline.

Maybe give an example or two on what numbers you'd change or mechanics you'd add/remove/change in order for them to fall in line a bit more, or just something to make them more healthy overall in the game. While I did say ask how a champion can fail to meet that outline, it doesn't mean every champ should fall in line 100% to it, as that would make everything feel less unique

Here's an example of the outline I had for assassins:

  • Have bad wave clear
  • Long cooldowns, with the exception of their main mobility tool
  • Their main mobility tool should do little to no damage
  • Their tools for assassinating should be single target, and deal high damage
  • Any AoE abilities would be pretty weak in damage
  • Any AoE abilities will deal more damage if a single target was hit
  • Best roaming class in the game, excludes exceptions like semi/global ult teleports

Here's 2 champion examples for changes to make it fall in line more Ekko : Passive - Damage increased from 30-140 based on level -> 60 - 200 based on level

Q - Cooldown increased from 9 /8.5 / 8 / 7.5 / 7 -> 14 / 13 / 12 / 11 / 10 First champion hit takes 40 / 65 / 90 / 115 / 140 (60% ap) Outward damage and return damage are now equal. Return damage decreased to 40 / 60 / 80 / 100 / 120 (30% ap) from 40 / 65 / 90 / 115 / 140 (+ 60% AP)

E - Cooldown decreased to 9 / 8 / 7 / 6 / 5 from 9 / 8.5 / 8 / 7.5 / 7 AP ratio decreased to 20% from 40%

R - Cooldown increased to 130/110/90

Zed : Q - Damage decreased to 60/85/110/135/170 (+50% bonus ad) from 80 / 115 / 150 / 185 / 220 (+ 90% bonus AD) Reduced damage beyond the first target changed to 80% from 60%

E - Damage increased to 100/140/180/220/260 (+100% bonus ad) from 70 / 95 / 120 / 145 / 170 (+ 80% bonus AD) Cooldown increased to 12/11/10/9/8 from 5/4.5/4/3.5/3 Living shadow cooldown reduction increased to 4 seconds from 2 New Effect: Deal 50% damage when multiple targets are hit New Effect: Deal full damage to enemies hit by multiple slashes

R - Cooldown increased to 120/100/80

2 Comments

IceAYon8/2/2018, 5:45:42 AM1 votes

Damn, you made a post about it? Maybe I should have noticed earlier.