@Meddler, How somebody who loves Hecarim would tweak him
- I recommand reading this topic concering Hecarim's current state in the game.
- I appreciate your buffs on PBE. But I don't consider them spot on.
Warpath
- Added effect: The effect of slows on Hecarim is reduced by 3 / 6 / 9 / 12 / 15 %
Rampage
- Base cooldown lowered to 3s
- Cooldown reduction changed to: If Hecarim damages a champion this ability has its cooldown reduced by 1 second or 0.5 seconds upon hitting a minion or monster. Hitting multiple enemies does not stack this bonus.
- No longer deals reduced damage to monsters.
Devastating Charge
- Cooldown reduced to 15 / 14 / 13 / 12 / 11
- Maximum Damage reduced to 60 / 90 / 125 / 160 / 195 +1.0 AD from 80 / 150 / 220 / 290 / 360 + 1.0 Bonus AD
- Duration increased from 4 to 5 seconds.
Onslaught of Shadows
- Cooldown reduced from 140 / 120 / 100 to 120 / 100 / 80
- The 1 second fear applied by this ability is not effected by tenacity
- Slow reduction to compensate for the newly introduced continiously becomming stronger slows
- Q change for more consistency (slight baset case scenario nerf vs. laners), significant improvement for the jungle
- Much more consistent speedboost on E in order to stay on par with champions like
or 
- Improvement to the consistency of his ultimate... Currently it#s worse than a burrowed Rek Sai E....
Hecarim could possibly need some scaling tweaks as well, but this is about his core problems.
) is REALLY close to that of a jungle Hecarim (considering the
path jungler take, not the
midlane Hecarim invest in)