My Balance and Preseason wishes
Hey everyone, long time lurker here. I was unhappy with the balance during this season, so I decided to go through the entire roster and balance every champion how I felt they should be. I also made a few notes regarding balance, game mechanics, and the game in general. To give some credibility, I have been playing since late season 2, so I have played longer than most people have and I have experienced all sorts of metas develop and changes. Adding onto that, I have supreme game knowledge, and I have also been Platinum the last 3 seasons (Last season I achieved it on an alt, which I will link. I have also climbed on several different accounts this season playing various different roles (only to gold, but I have had a very busy year) which I will also link. I am a Jungle main primarily however I play every role a fair amount. Additionally, I have called balance changes before they showed up on PBE such as Ivern getting a base MS reduction when he was strong, Galio getting his Q base damage nerfed and ratio buffed, and several other changes. tldr; I know this game.
Here are all of the accounts I have played on this season : http://na.op.gg/summoner/userName=princess+pippa (Main, played primarily Jungle and Support this season in ranked) http://na.op.gg/summoner/userName=sejuani+45 (Sejuani 1 trick, I mained her since before her rework) http://na.op.gg/summoner/userName=K%C3%A1%C3%BDn (Kayn 1 trick with Kayle as a backup) http://na.op.gg/summoner/userName=jhoqk (Top lane account)
Before I start, I will note that I started this project a while ago, but have been busy irl so some of the notes were outdated by the time I am posting this. I have gone through it to update it, but I will apologize in advance for any errors I left in as well as any grammatical errors within the list. Also, this is MY opinion, and what I feel like the current state of some champions are (whether underpowered, balanced, or overpowered). I play pretty much every character in this game, as well as being decent at every role, so I feel like my knowledge is fairly informed. However, if you feel like I made a balance change that was unnecessary, let me know so I can discuss some of my thought process behind the changes in question. You can read through everything if you want, or just go through the characters that you play that I commented on.
Additionally, some champions I felt like were in need of a rework/more work then simple numbers tuning. I have done some of this work (See; Pantheon and Wukong) but some champions I felt needed much bigger work then I could do them justice. When writing my notes I tried to keep it in the format of balance changes with some explanation and reasoning behind them. If you feel like I didn't provide ample reasoning for a change, again, let me know and I can go through my thought process.
Lastly, I made some notes on itemization but I didn't go too in-depth for them. If people like this and want me to cover itemization, let me know and I will try to hit on it before preseason. This is also not factoring in the removal of runes and the addition of the new runes-reforged system, as I do not feel I have proper knowledge or ability to predict what will and will not work with the upcoming changes, so keep that in mind.
With that introduction out of the way, let me start!
Overall game- • remove plants, tune down jungle base stats to compensate for removal of health plant • Plants just add a bunch of frustration every game, from enemies escaping with a blast plant when they should have died, vision plants giving too much info on the enemy jungle, and honeyfruit as a heal that can be taken by laners. Overall I feel like they create more frustration than it is worth, so I would remove them ASAP
• Make catchup exp equal for all camps (tied to the big creep) (and tone it down), decrease jungle spawn timers, add a spawn delay when you counterjungle an enemy camp (subject to changes), remove global timers for buffs and dragons • I know that riot already announced the catchup EXP change, but again I made this note more than a month ago. The global timers for buffs and dragons dumbed down the jungle which I dislike, so removing that would increase the skill floor for jungling and make it require more tracking for junglers (Note on this; I learned jungling when you had to manually time buffs and dragons, so I naturally would dislike the changes to add global timers)
• Bring back purple smite • Purple smite gave so much jungle diversity, now it is incredibly hard to play off-meta junglers sometimes. I am unsure about the balance when used on junglers that already clear fast as I know that is why it got removed, but I would prefer it back for the options and diversity it allows .
• Bring back green wards, limit 2 per inventory • Wards are back! I do believe that wards were one of the best parts of league as you would have to play around vision (which I enjoyed being a jungler). Ward limit is to reduce the "Light the map like a Christmas tree!" and still gives opportunity for teams to not have oppressive vision coverage unless they work together (Which could be an issue in Pro play which I concede).
• Damage down GLOBALLY by 10%, tanks will get stat adjustments accordingly • Damage creep has been an issue within the last few seasons, and this is just a bandaid fix, will need more nuanced discussion and fine tuning. Back in season 3 it was harder to solo-kill people as you couldn't as easily 100-0 people. Now as trist with a BF Sword I can 100-0 the enemy laner at level 6, which just adds to snowballing and pro play being so safe. Tanks would need to be adjusted as they are already somewhat crazy currently, and they benefit greatly from damage reductions within the game.
• Change first tower to give bonus gold globally, not locally • Allows for less snowballing solo and more team oriented which I believe is a good thing.
• Adjust tower damage and tankiness (buff), decreased tankiness but increased damage by how many enemies are around the tower past 10 min • This buff allows towers to be harder to take solo, while making them about the same as live turrets when the enemies are grouped. Bonus damage scaling on enemy champions helps discourage 4-5 man dives but still can be achieved with proper turret juggling.
• Towers do flat or % damage, whichever is higher, mixed damage • This makes it harder for tanks to tank tower shots as easily, especially early and mid game when tower dives are too easy for tanks to pull off.
Crit/auto rework
• Have crit make autos ramping, for 20% crit autos will do 100% damage, scaling up to 120% in 5 autos. 100% crit would scale 100% to 200% in 5 autos. • This would fix ad's bursting squishies, while retaining their dps over time, which is what they should be good at.
• would likely go along with a general lowering of AD received from items and go back into base stats slightly • ADC's get access to more consistent damage so I would reduce some of the damage they receive from items to make up for the added consistency.
• IE increases crit modifier by 50% (20% crit scales to 130% damage, 50% scales to 175%, 100% scales to 250%) • IE crit mechanic in the new system.
Brief Itemization Changes
• Look into Ap itemization, possibly shifting deathcap into a % magic damage increase instead of AP boost • AP values are at an all time low, decreasing the value of deathcap. Changing it to be a % magic damage increase would allow it to still be the "I want big damage" AP item, while not being so cost inefficient a majority of the time.
• Give AP's more options, ap version of hex drinker, PD, DD. • AP itemization sucks right now. Just straight up. There is very little diversity and on mages you generally build the same 4-6 items every game, with maybe a few options based on the enemy team. This gives options, with examples, stats and such would need to be adjusted obviously.
• Lower or remove % damage reduction from ad itemization, slightly lower lifesteal values, lifesteal now applies to all on-hit effects • AD champions benefit to much due to their itemization. They get double value from items, as they scale with their auto attacks and their abilities. Removing some of the bonuses they get would greatly even out AD and AP itemization. Additionally, I don't understand why AD itemization has % damage reduction due to the point I just made above. • Lifesteal I feel provides to much sustain at the moment, where an AD champion can get a vamp scepter and be able to sustain too well through lane phase. Lowering lifesteal values will lower sustain in general which would reduce some of the frustration of ADC's critting and regenerating 30% of their health back. Lifesteal now applies to on-hits as well for consistency.
• Give AP's a way to get 40% cdr in 2 items, that would have a trade off in utility or damage • Basically split Morellonomicon into separate items, as it is too good of a general item. If mages want Grievous wounds then they should buy an item specifically for that, and not just have it tacked onto the best AP item in the game.
• Give lost chapter more to build into • Gives AP champions more items (DIversity!) and now doesn't lock you into Morellonomicon if you really want that mana regen.
• Introduce moonflair spellblade to SR • Great item, gives an options for AP's who want to build tanky (Swain, Vlad, any battle mage) without it being too overbearing.
• Give more smart itemization options to tanks (skill oriented, e.g. Locket, kind of Stoneplate) • Self explanatory, it gives tanks more ways to show skill.
• Differentiate thornmail from randuins (remove cold steel from thornmail) • I dislike that getting thornmail soft-locks me out of Randuins due to the Cold Steel passive, just a minor thing but I would enjoy it when I need to stop lifesteal and crits in the same game.
• Introduce more diversity in AS items • AS items are either crit, on-hit, or Triforce. There are often times when I wish I could build an AS item but none of the options appeal to the champion I am playing or the build I am going. Just a little more diversity here would be nice.
• Buff crucible • It is a great skill-testing item but it is to weak to be consistently used. Add back the heal to it, or maybe a speed boost for both the user and the target if CC was successfully cleansed.
• Make item trade offs more significant • This is a big issue currently, and some items are huge offenders of this (Primarily Phantom Dancer and Death's Dance). They give damage, survivability, and other additions to items that are already stat efficient without all of these effects. I would make item trade offs bigger and make less "Generally good" items.
• Add a bruiser item (ad + health) that builds out of phage and gives tenacity • Just something I would like, it gives MS so that melees can stick, tenacity because they are melee, and health as that is a bruiser stat. New 7.20 Steraks is similar to what I wanted, but again I made this note much before that change was introduced.
Champions! • NOTE : My view on ADC's right now is skewed due to the current (frustrating) crit mechanics, so I will imagine a world when my crit rework (Second one, with ramping damage) is in effect when discussing ADC's (sometimes, I forget this note later in my list). New list updated with 7.21 info in anticipation for 7.22 (Preseason) (Sorry for any grammatical errors or inconsistency).
• Aatrox
: balanced, no changes.
• Ahri
: balanced, make W targeting prioritize champs, with increased damage to charmed targets (scaling on AP), slightly lower Q ratio to compensate
• This hurts Ahri's wave clear while also giving her W a more distinct way to use it instead of "Press button off CD"
• Akali
: frustrating to play against, slightly overtuned, shift Q proc damage to passive, lower heal on passive and shift it to Q proc, Q proc on champs refreshes passive, Shroud now lasts 3-4 seconds, bigger delay on refreshing invis
• lowers frustration of shroud and removes some of her innate sustain unless she is fighting. This also lowers her damage and upfront burst while making her a threat over long trades due to multiple passive procs
• Alistar
: balanced, no changes
• Amumu
: balanced, make tears do slightly more flat damage and tick faster
• The tick rate is just a QoL buff, the flat damage makes it meaningful to clear some jungle camps
• Anivia
: balanced, readjust Q visuals and hitbox to more properly align
• QoL buff
• Annie
: balanced but frustrating to play against, passive stacks are now 3, but she cannot hold onto then infinitely, they wear off every few seconds. Whenever Annie stuns champions, her W cd is reduced per champ stunned, ap ratio and base adjusted, E is now a much lower duration but on a charge system, tibbers now no longer enrages on Annie death, lower initial ap ratio, higher ratio on burn. Base health and health scaling up.
• shifts Annie from a stun and burst mage to an AoE stun disruption battle-mage. Passive is no longer frustrating as stacks don't last forever allowing Annie to sit on stun and zone people. Tibbers burn solidifies Annie as a wanting to keep you stunned, so burn can deal DoT while shifting her away from just blowing people up. E change to show more skill expression, and gives charges for smart passive use. W gives more AoE stuns and passive synergy, lower ratio and base to reduce bursting in addition to being more spammable now
• Ashe
: balanced, but frustrating to play against as melees. Reduce passive slow per lvl scaling as well as crit scaling, make Q give more slow than currently, ult stun duration down in low range
• Passive and Q changes give her windows of more noticeable power, while toning down her general ability to slow and kite melees. Ult change makes it harder to punish melees that get on top of her, as she already can kite melees off her currently
• ASol
: balanced, semi-frustrating. ASol is balanced, but due to the nature of his kit is somewhat frustrating to play against. No changes.
• Azir
: As of patch 7.21 I feel like Azir is in a good place, possibly hit his soldier damage mid game more but otherwise balanced.
• Bard
: balanced, but his heal doesn't scale into the late game, make a fully charged heal heal for % max health + some base, as well shifting the normal heal to a smaller base + missing %
• Gives his heal more sustain in late game, and allows for clutch saves without being overbearing to always top off the adc
• Blitzcrank
: balanced, but he just needs visual/hitbox updates on his Q
• QoL buff
• Brand
: balanced, no changes
• Braum
: balanced, passive proc does % max health to contribute to braking with tanks late game, without being overbearing in lane.
• This allows Braum to contribute meaningfully to damage with his team, without it being overbearing in lane. This should be power-neutral in lane and a buff to his mid-late game.
• Caitlyn
: Balanced. Headshots naturally should do more damage, headshots from abilities should do less (or passive headshots do % max health, abilities do % missing health), ult does % missing or % missing scaling
• natural headshots doing % max health damage gives more tank busting without squishing deleting, which is one of the frustrating parts. Cait abilities headshots fit thematically, and still punish you for stepping on traps, but not at the point that is is at currently where you lose 1/5 of your health early game
• Camille
: balanced, bit strong. I play Camille, but her Q2 mid game does to much true damage, tone down the true damage scaling on Q2, so it dips in the mid game and picks back up late game.
• Casseopia
: strong, frustrating. Hyperscaling lane bully, make Q MS decay rapidly, but refresh on poison E procs. Q mana cost up.
• harder for her to agress early game, without taking away her kiting or chase when she is on you.
• Cho'gath
: frustrating, strong. Make E scale 0.33% with feast stacks instead of 0.5%. Pass through hitbox nerfed slightly. Passive toned down early game. Ult now has less base damage at all ranks.
• Cho is a bit too strong right now, E changes make it scale slower as the % damage scales on feast stacks, and it gets out of hand too quickly. E hitbox changes makes it harder for him to E-auto a minion and slow/damage you, then follow up. Passive nerfs gives him a weaker early game, both jungling and laning, so you have a window to harass him. The ult nerf is so he doesn't just blow people up as easily as a full tank mid-late game.
• Corki
: balanced. Rockets do % Max health damage, less base damage however.
• Allows corki to get through tanky targets without busting squishies as well as he does.
• Darius
: balanced, frustrating. Q heal scales more on enemies hit, e.g. 9% on 1, 12% on 2, 15%+ on 3 enemies hit. E stun after pull duration reduced slightly. Passive ticks faster but does magic damage.
• Q changes reward Darius for positioning well in team fights, while toning down his sustain in lane. E stun reduced slightly to allow more counterplay, as well as not feeling clunky to play against. Passive changes remove the ridiculousness of Black Cleaver on Darius, as that is too strong of a first item powerspike. Tick rate increased as a QoL buff.
• Diana
: balanced, frustrating. Ult does less base damage and scaling, when she uses an ability against a moonlit target her next auto does bonus magic damage.
• Spaces out her burst, allowing for counterplay, and encourages auto weaving to use her passive. Encourages a more fighter like playstyle.
• Dr. Mundo
: balanced but frustrating. Tone down E granting AD, ult no longer has a health cost. Q slow is higher but decays faster.
• E gives a bit too much auto trading potential in lane. The AD granted would go down slightly. Q chaining is frustrating and is a permaslow, which feels bad, new slow dynamic allows mundo to catch up or make picks while allowing better moments when dodging or trying to get away. Ult health cost was stupid and had no reason to exist.
• Draven
: strong. E slow decays faster. Q damage procs lifesteal at 50%.
• E slow lasts to long, and is already great as a peeling tool, just removing some power when it is used to chase. Q with lifesteal gives too much sustain, so tone that down to reduce his oppressiveness when he has 1 lifesteal item as he already outdamages other ADC's.
• Ekko
: balanced. Increase base AS slightly, change 3rd passive auto frame to have a faster animation.
• base AS slightly improves jungle clear and has virtually no effect on lane Ekko, QoL change for passive.
• Elise
: balanced. No changes.
• Evelynn
: Balanced. The rework fixed her early game oppressiveness but left her in an awkward spot. Charm now gives bonus MS when moving towards the target after the 2.5 seconds, E damage down.
• This allows Eve more target access which is what she struggles with and feels the worst when playing as her, E damage down to compensate.
• Ezreal
: Balanced, just weak due to meta (Crit). Q can crit and stack crit stacks now. Q ratio down, passive AS down early to mid.
• Allows Ez to build crit, gives him very strong sustained damage, reduction to Q damage and passive AS to compensate.
• Fiddlesticks
: balanced. No changes.
• Fiora
: Reduce the AD scaling on her passive, remove the AS slow on Parry
• The AD scaling allows fiora to burst to hard when she gets items, and the AS slow makes her auto win trades against any champion that needs to auto attack to trade (almost everyone), and she shouldn't be rewarded for messing up an ability.
• Fizz
: a bit strong and frustrating. Bigger work needed, but shift some of W's ratio and base to Q, make Q get CD refund on proper W proc on champs, W proc gives a burst of MS, base damage on W and ult down, that is shifted as a ratio to E2.
• lots of damage shifting, end result would be net negative. Puts power in Q, which is fizz's weakest ability, gives him more mobility if used smartly, same with W MS. Shifting damage specifically to E2 will make E1 and sit not always optimal as reactivating E will give more damage, but less AoE and utility. This also hits Fizz's waveclear making it harder for him to shove and roam within the mid game.
• Galio
: bit strong, healthy for the most part. Lower E base damage, reduce % damage reduction duration at early ranks. Shift Q base damage to the % and ratio.
• E base damage is ridiculous. Reducing W damage reduction duration gives more opportunities to trade with him early, and the Q changes would reduce his wave clear power and make him require more AP to clear backline so easily.
• Regarding the 7.21 changes I believe what riot did was correct, however I still believe that his E base damage should be down early.
• Gangplank
: frustrating. For a godly late game champion, his early game isn't weak enough. Revert passive base damage buffs, reduce orange healing at rank 1, reduce base health and buff scaling health
• just some nerfs targeting his early power, won't affect him mid-late game which is where he should be good
• Garen
: balanced but semi-frustrating. No changes, needs larger scale work to tone down frustration but he isn't a problem (Get rid of the villain mechanic)
• Gnar
: balanced. Frustrating because of mallet. Remove mallet to balance
• Gragas
: balanced, increase Q AoE slightly
• gives him very slightly more powerful zone control.
• Graves
: balanced, healthy. No changes.
• Hecarim
: balanced, healthy. No changes
• Heimerdinger
: frustrating but this cannot be changed due to the nature of his kit
• Illaoi
: see above
• Irelia
: balanced but frustrating. Needs larger work, make E stun scale off of % difference in health, minimum 0.5 seconds max 3 seconds, maxing at 75% health difference
• tldr Irelia no longer stuns you for 2 seconds if you are both at max health. She will stun for longer based on the health % difference. So full stun if she's at 25% and you are at 100%. Reduces frustration and still keeps that part of her kit.
• This was before it was announced that Irelia was getting a VGU
• Ivern
: Balanced, healthy, no longer requires health to free Scuttle (still mana though).
• Other junglers don't take damage to clear scuttle. Still drains mana, but no longer harms you for taking a passive objective. Mana requirement is still a form of payment as most other junglers pay mana for scuttle
• Janna
: healthy, balanced.
• Janna's dominance is due to the meta. She is always strong in the proper meta. After her last nerfs she is fine
• Jarvan IV
: healthy, balanced. Reduce base and ratio on Ult slightly, reduce base damage on Q and buff % armor pen
• Makes it harder for J4 to blow up squishies which he does a bit too well currently. Armor pen on Q makes him better against front lines.
• Jax
: slightly overbearing. Same deal as GP, early game is too good for a champ that scales as well as he does. Reduce base damage on counter strike, make it give % damage reduction against auto attacks instead of dodging and slight % damage reduction in general while E is active
• Jax loses a lot of free trade potential from this change, so he will no longer be able to bully champs out with lvl 1 E all in. % damage reduction makes it a better defensive steroid in general, so it isn't just a use then go into to proc stun ability. Adds more smart use to the ability.
• Jayce
: slightly too strong. E knockback now scales with level, E gives Q less damage amp early and more as it gets ranks.
• E makes melees without multiple gap closers hate themselves as they cannot trade with Jayce. The E changes curves his power so that mid game it is about the same to higher IF he maxes E second but early it doesn't do so much. Gives Jayce reason to max E second giving competition to W max. If Jayce doesn't max E second then his Q-E combo does less damage then live.
• Jhin
: balanced and healthy. No changes. But fix the W hitbox/visuals please.
• Jinx
: balanced, no changes.
• Kalista
: unhealthy. Needs bigger work. Pro play balancing issue
• Karma
: balanced. No changes.
• Karthus
: Balanced. Increase base health slightly. Revert Wall slow change
• gives him minorly more survivability in lane and reverts an old nerf that was made for no reason.
• Kassadin
: Balanced. No changes.
• Katarina
: Nerf dagger base damage early and mid game
• Daggers deal a bit too much damage mid game, allowing a feeding kat to still destroy teams and an ahead Kat to be a ridiculous threat.
• Kayle
: needs bigger work. No changes. Unhealthy.
• Kayn
: Balanced for the most part. Rhaast spellvamp reduced at all levels slightly.
• Reduces the general tankiness of Rhaast very slightly.
• Kennen
: Balanced. No changes.
• Kha'Zix
: Balanced. No changes
• Kindred
: Weak. E gives bonus MS based on the health of the target it is cast on. Passive stacks increase the range of E and the MS granted. A fully procced E apply a % missing health bleed to the target
• E is kindred's engage tool, rarely will you proc the execute on it. It remains an engage tool, but gives more chase when used on a lower health enemy. E now applies a bleed that retains its use as an execute while not feeling bad as a engage tool
• Kled
: balanced but frustrating. Scaarl health when remounting is less at early levels.
• makes Kled's landing less oppressive and frustrating when he gains 300+ health when you are about to kill him, this will tone down the "that's bullshit" moments
• Kog'maw
: slightly strong. Strong due to itemization, but W does a bit to much damage early game for a hyper scaler. Reduce W base damage
• LeBlanc
: frustrating. Needs bigger work. Reduce chain leash range and slow.
• Her chain is the most frustrating part of her kit as the range and slow combined make it near impossible to break even with flash.
• Lee Sin
: Balanced. No changes.
• Leona
: Balanced. No changes.
• Lissandra
: balances. Q AoE applies a slight slow
• Would give her slightly more utility and it is just weird that only the first target hit of her Q is slowed.
• Lucian
: Slightly weak. Q now has a crit ratio similar to Xayah's E. Reduce ult base damage at rank 1.
• Lucian has few reasons to be played as his low range is incredibly punishing in the current metagame. He isn't rewarded enough for his low range, so his Q will now do more damage with the crit build without buffing lethality/BotRk builds. His ult also has ridiculous damage at rank 1 so I would tone that down slightly.
• Lulu
: Frustrating, good because of meta. Reduce polymorph duration at all ranks. Shield duration down.
• Polymorph makes any melees hate life, as well as shutting down any character in range for way too long. Nerfing shield duration reduces her trading potential as allies won’t benefit from Pix as long.
• Lux
: Balanced. No changes
• Malphite
: Balanced however likely needs bigger work.
• Kit is just outdated af
• Malzahar
: Strong, unhealthy. Q silence duration down, voidlings no longer proc rylais, base damage and base scaling of ult down, % HP scaling increased.
• Reduced Q and voidling utility, Ult does less to squishies so they are more likely to survive if Malz ults them, which has a single counterplay of QSS. This lowers his damage and utility by a bit to make him less frustrating to deal with.
• Maokai
: Balanced, slightly frustrating. Passive health restore CD increased slightly at later levels. Now scales on % missing health, base down.
• Tones down his insane sustain within a teamfight which can be frustrating when he heals for 400 every few seconds. % missing health targets his lane sustain which can become very frustrating mid game, while allowing to heal up in teamfights assuming he is drawing agro.
• Master Yi
: Balanced, no changes.
• Miss Fortune
: Balanced. E now deals physical damage, non-passive auto attacks are given louder visuals
• E helps her stack BC, and the auto change is QoL to make her feel better to play
• Mordekaiser
: Frustrating. Needs bigger work. Make passive scale by level (weaker early stronger late).
• Tones down Mordes oppressive laning slightly, while making it easier for him to survive late game teamfights. Just a bandaid fix, he still needs a full rework.
• Morgana
: Balanced, semi-frustrating (especially as a solo laner). No changes
• I could do some changes but I feel they aren’t needed. She needs work though as she is a low interactivity solo-laner.
• Nami
: Balanced. No changes
• Nasus
: Frustrating. Just frustrating. Passive now gives slight health and mana on hit, not lifesteal. This applies thrice as much on Q auto. Wither no longer slows attack speed, Ult now gives Q bonus CD per level. E now slightly slows enemies within it (stacking with ticks, so the longer they are in it the more they are slowed).
• Removes Nasus’ most frustrating part of his kit, wither invalidating a champion for 5 seconds mid-late game. Ult change makes him spike less at 6. Passive reduces his lane sustain health-wise making him easier to bully out, and not granting as insane lifesteal on Q's, but gives him mana to make up for the health loss. Sustain is tied to Q cast to give him more opportunities and options to bully him out (You see him activate Q and you try to shove him off minions to deny the bonus sustain). E slowing gives it a better use in teamfights, and allows him to zone with it effectively mid-late game. He might still need a new passive.
• Nautilus
: Balanced. No changes.
• Nidalee
: Balanced. No changes.
• Nocturne
: Balanced, kinda. Frustrating to play against, but not to the point of needing changes. Likely needs bigger work.
• Nunu
: Needs bigger work.
• Olaf
: Balanced. Ult gives movespeed for the entire duration now, decaying slowly.
• After the initial burst of MS Olaf can still get kited. The MS now lets him stick better after getting to a target.
• Orianna
: Very slightly strong. Shield gives less resists per rank. W base damage lowered slightly. Ult ratio reduced.
• This hurts her natural tankiness due to ball resists, as well as her waveclear and some of her burst. This is mostly targeted towards her waveclear. Ult nerf is to reduce her full combo damage, as her ult is already a teamfight winner to begin with, it shouldn't be as good at oneshotting someone.
• Ornn
: Balanced. 7.21 changes might have pushed him over the top, but I believe he is fine as his damage (while incredibly high) is unreliable. If he needs more buffs, then increase the base damage of his E collide slightly, or give his Q a bonus health ratio. If he needs nerfs, reduce the brittle proc damage and put that into some of his ratios that he uses.
• Pantheon
: Frustrating. Needs bigger work. Q now acts similar to Olaf’s Q, being a longer base CD with refresh if Pantheon grabs his spear. Q is now a skillshot that goes through minions. It now applies a decaying slow and does very slightly more damage. Passive now blocks a % of the auto’s damage instead of completely negating it. The % damage blocked scales on health. W now has a slight health ratio. E AD ratio down, now shreds armor if you land all 3 strikes.
• These are medium sized changes, Pantheon would still likely need work after this. Q change makes it so he cannot just sit back and poke all day, he has to actually all in to deal damage. Q changes are to add more skill expression (think Olaf axes). W has a health ratio to encourage bruiser builds. E gives utility and more all in potential if you can land all strikes. Passive now doesn’t shut out top laners, and the health ratio again encourages Pantheon to build bruiser. Note that the health ratios and base damages would be adjusted to avoid tank pantheon, as he should build some damage to actually be able to kill people. Likely still needs bigger changes
• Poppy
: Healthy, balanced. No changes
• Quinn
: Frustrating, needs bigger work.
• Quinn’s E just shuts out melees and is oppressive to lane against. She needs bigger changes.
• Rakan
: Balanced, no changes.
• Rammus
: Very slightly strong. Passive damage scaling down at early levels. W gives less resistances early.
• Slight nerf to Rammus’ jungle clear and early fighting.
• This was made previous to his 7.21 nerfs, I feel like he is fine now.
• Rek’Sai
: Balanced. No changes
• Renekton
: Slightly oppressive. Q healing vs minions down slightly, Q heal vs champs up, base health down slightly, Ult AoE has a health ratio.
• Slightly tones down Renekton’s oppressiveness in lane, as he gets less free sustain unless he is fighting. Health ratio on R because to reward a bruiser build and to make up for the base health loss.
• Rengar
: Needs more work. Honestly have no clue what to do with him.
• Riven
: Balanced. No changes
• Rumble
: Balanced. No changes.
• Ryze
: A mess. When is his next rework? (He needs bigger work (again)).
• Sejuani
: Slightly strong. Passive freeze damage capped at 300 against monsters (compared to 400). Passive gives less base resists, scales slightly more off of resists gained off of items. Ult close range radius increased.
• E gives Sejuani incredible jungle clear that could be toned down, passive is now less good when stacking health compared to health and resists. Ult now has a slightly farther range to travel for it to not be close range, as it is ridiculously easy to land a “long range” ult when not right on top of a target
• These were written down before 7.21 changes were announced, I would give her back some of her base armor and make the changes I proposed instead.
• Shaco
: Balanced. No changes. Likely needs bigger work.
• Shen
: Balanced. Hard to buff for soloQ when Pro Play is a thing.
• Shyvanna
: Balanced. No changes.
• Singed
: Balanced. No changes.
• Sion
: Balanced. W shield can now be blown up after 2 seconds compared to 3.
• Gives Sion slightly more reliability, just a revert to an old nerf.
• Sivir
: Balanced. No changes.
• Skarner
: Needs a lot of work. And I mean a lot. Get this rock shit out of here. Literally no one asked for this. Needs a VGU.
• Salty season 3 and 4 skarner main who was alienated from his baby.
• Sona
: Balanced. No changes.
• Soraka
: Balanced. Base heal down by a lot, now heals for % missing health.
• Reduces Soraka's ability to continuously top people off, allows for more clutch saves and skill expression (Heal at just the right moment to save someone's life while not too late for it to not matter).
• Swain
: Balanced, no changes. Yes he is getting a rework, no I do not think he deserves it. I believe he is fine as is.
• Syndra
: Slightly strong. Ult ball damage now starts lower and scales up with number of balls. Eg ball 1, 2 and 3 will do less than life, balls 4 and 5 will do roughly the same, and 6 and 7 will do much more to make up for it.
• Makes it so Syndra must stack balls to get more effect out of her ult. Rewards good setup immensely. A 4 ball ult will do less damage then live, a 5 ball ult will be slightly less, 6 and 7 ball ults will do more damage compared to live.
• Tahm Kench
: Balanced but frustrating. While holding an ally and running away from enemies, TK is slowed slightly. No change for running toward enemies. Ally stay in stomach duration lowered.
• Reduces TK’s frustrating “Eat the ADC and run to safety”, while preserving TK’s eat and ally and run at the enemies. Also reduces the amount safe time the ally has while inside TK.
• Taliyah
: slightly strong. Q repetition damage nerfed slightly, W does less base damage and ratio.
• Q now does slightly less damage if you hit every Q, W damage reduced as it is her utility spell that enables the W-E combo, therefore reducing the damage of the combo slightly.
• Talon
: Balanced, no changes.
• Taric
: Balanced, no changes.
• Teemo
: Frustrating. Needs bigger work, but likely won’t get it. No changes, but I would change Q if anything.
• Thresh
: Balanced, no changes.
• Tristana
: Slightly strong. Q attack speed at later ranks reduced slightly, ult base damage down. E CD up at early levels.
• This hurts Trist’s mid game as the attack speed will be less, and the ult base damage is honestly ridiculous as it also gives a crazy amount of utility. E CD being up reduces the amount of trading potential she has and allows enemies to more reliably play around it.
• Trundle
: Balanced, no changes.
• Tryndamere
: Frustrating. Needs bigger changes. Old outdated champion. Base damage on E down.
• E is a spammable mobility spell with decent base damage. Trynd needs to lose some damage somewhere, and this is the only place that makes sense.
• Twisted Fate
: Slightly strong. Gold cards have diminishing stun values for repeated gold cards.
• TF chain stunning late game is frustrating, so this reduces some of that.
• Twitch
: Strong. Q stealth duration and detection radius hit significantly. E has less base damage and slightly more scaling. Ult pass through damage nerfed at first and second ranks. Now interacts properly with Runnaans.
• Twitch’s stealth makes it hard for him to get caught out before fights, while also being a ridiculously good repositioning tool. E change to make his laning less good, as well as requiring more AD to have the same damage as currently, delaying his powerspike. Ult change to reduce his team-melting capabilities early and mid game, while being the same late game. All of these hit Twitch’s early and mid game while leaving his late game mostly intact.
• Udyr
: Needs bigger work. Possibly making stance CD’s longer (Like around 10~ seconds) and making the activations have a bigger impact. CD on swapping stances also increased so it gives more meaningful decision making. Passive reworked to accommodate these changes.
• As of 7.21 he is doing alright, but I still believe that he needs bigger work done in the future.
• Urgot
: Balanced. No changes. Feels underwhelming though.
• 7.21 changes are alright, just fix Q audio queue and reduce the slow amount as the 7.21 Q buffs gave him a bit to much reliability.
• Varus
: Balanced. No changes.
• Vayne
: Balanced. No changes.
• Veigar
: Frustrating, strong. W lasts for less time and has an indicator when it is about to run out. Ult does less damage and scaling at rank 1 and 2.
• W is frustrating and ridiculously good as a zoning tool, duration decreased and an indicator added when it is about to fade. Veigar is a late game mage that comes online mid game, and the ult changes will reduce his power level early and mid while being the same late.
• Vel’Koz
: Balanced, no changes.
• Vi
: Balanced. No changes.
• Viktor
: slightly frustrating. Lazor base reduced early to mid game and ratio buffed slightly
• Just a hit to his waveclear.
• Vladimir
: Balanced, no changes.
• Volibear
: Needs bigger work. Q now increases the auto range by 50 and gives slightly more MS, E has a bigger AoE. Ult no longer has a cast animation, now procs on W and E and applies grievous wounds.
• Mostly just usability improvements, with E having a bigger AoE to be a more disruptive force in skirmishes and teamfights, while Ult now adds more damage and utility (Gives Voli a niche against heavy heal comps).
• Warwick
: Balanced. Q follow is no longer unstoppable.
• There is no reason for a basic ability to be able to cancel CC such as WW’s. That is my only gripe with this champion.
• Wukong
: Needs larger work. I would want to shift Wukong to a bruiser-fighter instead of the assassin he is currently. Q is now on a charge system (similar to Vi’s E, has 3 charges however). Base damage lowered. E has a slightly lower CD and has less ratio. Ult has a health ratio and applies grievous wounds. W gets reworked into something else possibly.
• Q can now be used as more auto resets and has more decision making (Do I shred 1 guy’s armor a ton or shred several people’s armor a bit?). E having a lower CD gives Wukkong more mobility in a skirmish and teamfight. Ult having a health ratio incentivizes building a more bruiser oriented build.
• Xayah
: Balanced, no changes.
• Xerath
: Balanced, no changes.
• Xin Zhao
: Slightly strong, W base damage on poke lowered, no longer applies life steal. Passive scaling lowered mid game.
• Just minor reduction to his damage and sustain.
• Yasuo
: Balanced but very frustrating. Likely needs bigger work. I would make windwall on a charge system, with a drastically decreased duration, while Yasuo regenerates a wind wall whenever he Q3’s. Ult base damage down, bonus armor penetration scales based on rank (lower at rank 1 and 2, greater at rank 3).
• Wind wall is now a reactive tool to test skill instead of just “Wall of the adc for 5 seconds so they can’t DPS”. Ult has a very high base damage and gives ridiculous power mid game. Armor pen is reduced early and mid to make it so tanks can still try and fight him off, while late it is better as a trade off.
• Yorick
: Balanced. No changes.
• Zac
: Balanced. Q displacement range reduced. Tether range reduced/properly matches visuals.
• Reduces those moments where you get dragged from very far away all the way into Zac.
• Zed
: Balanced. No changes.
• Ziggs
: Balanced. No changes.
• Zilean
: Balanced. Needs work as suffers from old kit syndrome.
• Zyra
: Balanced. Could receive changes to be more viable mid but I believe she is fine as is.
And that is it! Congratulations if you made it all the way through. Again these are changes I would personally make regarding the game and this is all based off of my (hopefully informed) opinion. Again, if you have any questions or concerns let me know below and I will try to respond! Anyway, have a good day!