Champion Redesign: Taric
Hello all, I'm SergeantFreedom and I've been working on a couple tweaks and changes to some of the older champions for some time now, that I thought might be a neat solution to their out of date playstyle or lack of cohesiveness. However I was recently inspired to really take a crack at Taric thanks to IronStylus's post a few days ago. http://boards.na.leagueoflegends.com/en/c/story-art/a7ulBkBM-so-what-do-you-guys-wanna-do-with-taric-part-ii-pics-or-it-didnt-happen
Anyways, here is my thoughts on how the Gem Knight COULD be redone. This is a very VERY rough draft of what will eventually be my final product.
Intro: Taric, The Gem Knight is an iconic character in League of Legends. He is the soft spoken knight who for a somewhat muddled reason has a large affinity for gems. Taric, unfortunately tends to be the butt of everyone's jokes because he just a little bit too fabulous. Our goal is to shape him into more of a refined, but humble, knight without taking away from what everyone loves about him.
Taric The Gem Knight Primary: Tank Secondary: Support
Direction: I wanted to focus Taric into more of the iconic paladin role by allowing him to retain his healing but also getting increasingly tanky. That is not to say he can't lay down a little hurt on his own to help out his team. With Taric's new ultimate he will really shine in team fights without becoming entirely useless while on cooldown. I also wanted to differentiate Taric from Braum, he isn't the man to stand in front of you and baby you. Taric is a man who will stand beside his allies to help them achieve victory. I also wanted to thematically tie his kit in a little better, Taric isn't some form of Geomancer because he doesn't control gems. Taric utilizes them in a strategic and functional fashion.
Base Stats: Health: 480 (+80) Attack Damage: 50 (+4.0) Health Regen: 7.0 (+1.25) Attack Speed: 0.625 (+2.02%) Mana: 285 (+50) Armor: 22.5 (+3.0) Mana Regen: 4.0 (+0.5) Magic Resist: 30 (+1.25) Range: 125 (Melee) Move Speed: 335
Abilities: Radiant Embrace (Passive): Reason: Radiant Embrace is replacing Taric's old passive Gemcraft. Gemcraft felt next to useless on Taric but also would force you to walk into melee range to take advantage of it. With his new passive it really enforces that Taric is a team player and more of an AoE tank.
Cooldown: 155 Seconds Range: 1000 Duration: 10 Seconds Ratio: (+3% of maximum bonus health)
Death: Upon death, Taric's gems release the magic they have absorbed in the heat of battle and grant his allies bonus ability power and attack damage based on 3% of Taric's total health.
Imbue (Q): Reason: Imbue has remained virtually the same as it was, except for a few number tweaks. The cost has been slightly increased while the cooldown was decreased. This is to allow him to heal more often, but at a greater cost. The AP ratio on his heal was also reduced to prevent him from becoming a top lane AP bruiser with infinite sustain. The cost/cooldown change does leave him a little bit more mana hungry, which I think will actually help to balance out his kit and force him to make more tactical decisions.
Cost: 70 / 85 / 100 / 115 / 130 Mana Cooldown: 16 / 15 / 14 / 13 / 12 Range: 750 Heal: 60 / 100 / 140 / 180 / 220 Self Heal: 84 / 140 / 196 / 252 / 308 Ratio: Heal (+15% AP) (+5% Bonus Health) Self Heal (+21% AP) (+7% Bonus Health)
Active: Taric heals a targeted ally and himself, or if Taric chooses to just heal himself the healing effect increased. (Unchanged).
Refraction (W): Reason: Taric's old W Shatter was all about gaining bonus armor and reducing the enemies armor, which is fine, but visually it just didn't fit in. Once again, he is the gem knight, so it doesn't make much sense for him to raise a protective gem barrier out of the ground. Now Taric can take advantage of the gem on his shield to redirect a single projectile in the direction he chooses. This allows for some interesting play and fits really well with his overall gem theme.
Cost: 40 / 45 / 50 / 55 / 60 Mana Cooldown: 22 / 20 / 18 / 16 / 14 Damage Reduction: 40% / 42.5 /45% / 47.5% / 50% Damage Refracted : 50% of the damage dealt to Taric at all levels. Duration: 1.75 / 2.0 / 2.25 / 2.5 / 2.75 Ratio: (+15% Armor) (+45% AP)
Active: Taric plants his shield into the ground, aiming it at a target location and refracts the next incoming projectile spell at target location. A percentage of the damage is still dealt to Taric, but his allies remain unharmed. Also, crowd control effects are applied to both Taric and the first champion hit by the refracted spell.
Dazzle (E):
Reason: If a Taric is played but doesn't dazzle is he truly Taric? I don't think so. This move has remained relatively similar to it's namesake, minus the fact that it is now a skillshot. This change should make sense because light, no matter how dazzling, does not follow a target. This ability does ignore minions.
Cost: 40 / 45 / 50 / 55 / 60 Cooldown: 16 / 15 / 14 / 13 / 12 Range: 875 Stun Duration: 1.0 / 1.2 / 1.4 / 1.6 / 1.8 Ratio: (+25% AP)
Active: Taric raises his hammer skyward and shines a blinding light in target direction, stunning the first champion hit.
Shatter (R): Reason: Taric's new look is encrusted with beautifully cut and refined jewels, but when he unleashes his ultimate ability he drops his shield and all the gems on his armor shatter. This shows us that Taric does contain a wild, less reserved side when the situation calls for it. This ability allows Taric to shine brightest in teamfights. Asthetically, he is now more of a warrior, he wields his hammer in two hands and his armor takes on the more raw crystalline look of gems. But functionally, he becomes an AoE frontliner that that needs to be taken more seriously, rather than a tanky healer subtype that can be ignored and picked off when his damage dealers are dead.
Cost: 100 Mana Cooldown: 160 / 130 / 100 Range: 200 Bonus Armor: 20 / 35 / 50 Attack Damage: 10 / 12.5 / 15
Passive: Taric is granted increased armor. Active: Taric drops his shield and shatters the gems on his armor, losing the ability to target any of his abilities, causing them to become close range and area of effect. Taric also gains increased attack damage.
I'll come back through and change/edit some things as it comes along, I'll also add pictures eventually! I am super open to constructive criticism. So let me know what you think.
I'd love to see a red's take on this, I plan on making more of these and would like to see how your thought processes work when you are working on a champion.

>:) he could be giving his entire team 25 base AP and AD. This would of course have to have a pretty small range, like somewhere between Amumu's Tears and J4's Cataclysm, in order to not break the game (or lower those stats, because they are completely off the dome) but would tie in with his identity and the idea you have now. He's supposed to be a protector, not a suicide bomber
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