How to Balance League (an In-Depth Explanation)
Items - items are actually the biggest source of balance issues currently, not specific classes. It's best to focus on those first.
- nerf the interaction with Gargoyle Stoneplate. This interaction creates extremely big shields that further hurt burst champions because they're incapable of tearing through shields this big. Like, why should I play someone reliant on all in burst (whether bruiser, assassin, or otherwise) and burst for 4k when fed if the 2k health adc has an ardent and 2 lockets and heal on him?
Tank items as a whole - buff them. They're hot garbage. Add small pieces here and there like +50 health here, or +5 armor/MR there. Tank items < support tank items right now, and it's silly. Also, if
could get some of its damage to champs back (or keep the bonus damage to minions on
and then return all damage to
) that would be nice. Tanks need to be relatively strong to encourage a healthy diversity, but when they're 1v1 tanks (think Shen) that prefer items that buff their whole team/the adc they become extremely oppressive.
- I'd really like it if they returned the item's lategame and nerfed the early strength to like 10% or 15% AS and 10 or 15 lifesteal on hit. Alternately, make the lifesteal scale better with tank stats. Or don't. I don't really care for a repeat of Gargoyle Kledplate just yet. Either way, the item is used for the early boost to a scaling AD's strength. Maintaining that was a big mistake on Riot's part. Especially with the strategy that's being tested in Korea where you get Twitch or Kog to run a Relic Shield so the support gets Ardent much faster.
- idk add like 100 or 200 to the cost because "fuck adcs" - Boards 2k17. Alternately add the 100 gold cost back to the Zeal items because of their synergy w/ Warlord's (I prefer the Zeal route personally). ADs are the best damaging class this patch almost purely through how many raw buffs they're absorbing from their team's tank items and Ardent Censer.
- nerf the gold drop. If your support is supporting something that has the advantage in pushing, your support gets free coins, which give you significantly more gold than Spellthief's or Relic Shield. Since both require active play (as opposed to something like Trist autopushing and you reap the benefits) it should make sense they'd provide better early game benefits.
Champions - Champions to look at would be those who have too much burst after these changes.
- probably best to look at him and maybe add 2 seconds CD to his E, because he, you know, "fares pretty well against mages when his cooldowns are up."
ADCs - I'd want to wait until the dust settles before nerfing problem champions. Probably would hit Twitch since he's been good for a couple months now. He uses BotRK and Fervor so I know it's not nearly as tied to this whole fiasco as other good ADs are.
- revert passive changes (so back to normal) then revert Q buffs. He needs changes that make him feel more clear to punish, not encourage him to play like a bitch.
- make his W not a dumpsterfire or make
a little stronger. I'd like to hit Master tier soon and it's hard when your primary AD is bad.
- nerf her a little more meaningfully. Probably more raw base damage nerfs to her E because a champion with her late-game doesn't need to be the 2nd hardest duelist to fight in mid (right behind Lucian, who I don't think will need too many nerfs if meaningful burst comes back since it'll discourage DPS mids).
- I don't think she actually needs nerfs if the support item nerfs go through but I hate egirls (think "girl gamers", particularly that one chick who only plays Mercy and only revives her boyfriend) and Janna is the most popular egirl champ.
- nerf sustain passive or his innate tankiness. He's gonna definitely stay meta if Sunfire comes back (the other big tank
will be particularly hurt by losing out on Locket synergy from above and
can't use it since Cinderhulk).
Note I didn't add buffs besides those to Ezreal because I don't want to spend too much extra time and I don't think I know what's best for making those champions feel good to play as w/o preventing oppressiveness for the opponent.