Bard Buffs
I'm certain that many people are aware of Bard's current situation. His underwhelming damage is one reason, not only is the base damage on cosmic bind and his base attack damage low, but he has a lack of reliably using that damage as well. A low movement speed and auto attack range makes it very easy to punish a Bard who tries to throw out a couple of AA's during laning phase. Despite his weak laning phase, his team fight potential is very lack luster as well. His stun is, at max level, only 1.8 seconds, and it might not even stun. Caretaker's Shrine also has a very low ratio and base heal for it's minimum heal, because it is mot always possible for a low carry to wait 10 seconds before receiving some sort of heal, while the speed boost does help them, the main point of the ability is very underwhelming as well. In laning phase as well, the mana cost for this ability forces Bard to leave la e at non opportune times for mana to protect your carry with MORE heals cause you left. Nothing too big on Magical Journey, I think that this ability is perfectly fine, great work on the kit there. Maybe a reduced mana cost to make it more free considering both teams can use it? Tempered Fate is a really cool concept that can impact... Not as intended. It's broad range and longer cast time shows that it is intended to be used for teamfights, but 2.5 seconds is not long enough for teams to setup against a frozen team, rather I've personally only used Tempered Fate in the early and mid game for getting quick picks on a Singular target, not multiple. Increasing the duration in later ranks of the spell might fix this problem. And finally bis base stats are a little on the low side, increases to that would certainly help. With all of these factors, these are the changes I propose: Range: 525 AS Scaling: +2.51% MS: 335 AD Scaling: +5.1
Cosmic Bind Base Damage: 80/130/185/240/295 Cosmic Bind Stun/Slow Duration: 1.2/1.4/1.6/1.8/2.0
Caretaker's Shrine Cost: 70/80/90/100/110 Caretaker's Shrine Minimum Healing: 45/70/95/120/145 (+.25 AP)
Magical Journey Range: 1000 Cost: 20/20/20/20/20 Cooldown: 18/17/16/15/14
Tempered Fate Stasis: 2.5/3.0/3.5
With these changes he will certainly be more impactful on the game based on the comparison between him and other utility based supports and how they work versus popular and unpopular marksmen and supports.