What if I have the power to buff/nerf the champions the way I want:
#Overall Game Damage
The one band-aid way to soften the amount of large damages & one-shots it has been left alone lately for the whole year
- All damages to champions & epic monsters are reduced by 10%.

An item which should be beneficial to a specific class, rather than it being abused by others, such as Assassins.
- Now a Ranged only item.

Has already been causing too much trouble, and is one of the biggest reasons why damage went out of control, especially it being an instantaneous damage bursting equipment on Assassins who rushes it first.
- Removed.

Should not be nerfed selfishly just because of pro-play.
- W nerf reverted.

Same as above.
- Q slow nerfs reverted.

An assassin should have a high risk, high reward sort of gameplay, without having to rely on his lazy WEQ patterns. Secondly, he already does so much damage around the mid-late game, that his ult is moreover treated as sort of an Ignite rather than a full execution.
- Q & WQ is now treated as 1 attack, primarily based for Electrocute. (Means he now needs to AA the enemy once to proc it).
- Q or shadow Q's damage is now reduced by 40% if the targeted champion was already hit by a previous Q or shadow Q.

A skirmisher whom should be highly rewarded in doing risky plays, but shouldn't have his safety too babysitted by his overloaded safety kit. This is also to aim to lower the nuisance he pose to enemies mainly thanks to his Windwall. Lastly, Yasuo players needs to learn to save the amount of mobility he needs to either intimidate his opponent, or to use it as an escape, instead of spamming his dash willy-nilly.
- Windwall now has an Hp bar from Immune to 100/120/140/160/180 (+bonus 0.5 AD) (The scaling is moreover to avoid a heavy tank build after finishing PD & IE).
- E now has charges of 3/3/4/5/6, and also has a stack cooldown of 10 seconds each. Yasuo gains a charge if his E kills a unit.
- E's original cooldown stacks on healthy enemies removed.

W buffs never made sense, or why was it necessary at all. This is also to aim the nuisance he pose in swiftly killing his enemies without giving them enough time to react (CC should not be the only reliable counterplay to him).
- W buffs reverted.
- Attack Speed Immunity on ult removed, and Attack Speed Slow is now only 50% effective.
- Highlander extended duration from kills decreased from 7 seconds to 4 seconds.
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Wtf were you thinking, Riot....
- Damage buffs reverted.
This should be limited to melee bruisers since this Rune is originally design for them who does not have the proper usable Runes, rather than ranged champions bursting out of nowhere. Ahem Draven ahem..
- True Damage is 40% effective on Ranged champions.
So these are my thoughts of what Riot should have done for all of us a long time ago, instead of sticking their eyes & ears solely just for pro-plays only. You guys can come in here & judge my "Bronzie" balance suggestions all you want, but these sort of changes is what I've always wished to have concerning the fact, that makes me honestly think that League honestly became unfun over the past few years.
If you think you got better ideas than mind, feel free to share them here.
E?
you know so we can go
again?
[sg-soraka]