If I was in charge of the balance team...

DoomRPG·4/20/2018, 7:13:32 PM·2 votes·883 views

Step 1. Tear down bot lanes meta. ADC's in bot lane have been stuffed into bot lane is that they care the least with XP and more about gold. To combat this changes will be made to each and every ADC character to make them more reliant on levels then items. Rather then receiving a huge damage spike after 2 items, the goal is to shift it closer to 3-4 items. Whilst also making ADC's more independent of their item choices. Of course such a change will cause balance issues in the short term... Have a secondary team monitor the change throughout testing and into live purely to refine it and balance issues that may arise. Ideally when combined with the step 2 support changes ideally bot lane will be able to have a greater variety of roles.

Step 2. Rework Janna Karma and Lulu in that order to achieve +less frustrating to fight +More fun to play +More skill expression in that order. Make extreme changes to support itemization to achieve three "paths." Path 1 will focus on protection, providing heals and shields. However items in it will not involve vision, neither gaining nor removing any. Path 2 will focus on making aggressive picks, as such items in it would involve primarily with gaining vision or making quick moves over short-medium distance. As such items that provided vision either through wards or other means or gave speed boosts would go here. Path 3 would be the most selfish of the paths. As it would have items dedicated primarily to serving the support and their partner. Rather then the team as a whole. As such it would focus on the removal of enemy vision, as well as buffing a single target. With specific itemization for a ranged support/ranged partner and melee support/melee partner.

Step 3. Reduce jungle respawn time, ideally at least one camp is alive on a side of a jungle no matter what. This is to make junglers lose out on something if they decide to gank. As well as improving the power of farm junglers who could empty out their jungle more reliably perhaps bringing them more into the meta. Jungle monsters will also receive an AD buff, but junglers that are struggling will be given an innate damage reduction from monsters until 10 minutes have passed to prevent them from being shoved out of the jungle. Ideally this would make junglers have less health early on, making ganking a risky decision as they may die from the enemy laner especially if they are more bursty.

Step 4. Buff. Top. Lane. Reduce the CD by teleport when it is used for extreme distances, such as top lane to bot lane or dragon. Or bot lane to top lane. The scaling does not include distance of the starting area. This is so top lane can more easily use TP to join in fights. Whilst also preventing them from making every kill meaningless since they can "just" tp from base to top. Fighter itemization will be cheapened as frequently they are too expensive for their stat value.

Step 5. Rework mordekaiser and Skarner

What do you guys think?

6 Comments

Vid the Strange4/20/2018, 7:17:19 PM6 votes

{quoted}

Step 5. Rework mordekaiser and Skarner

You realize the balance team doesn't actually make reworks, right? That would be the Champion Design team.

The balance team just finalizes the numbers in the kits, mostly.

saltran4/20/2018, 9:16:58 PM4 votes

I'm glad that you are not on the Balance Team

Elegant Egoistic4/20/2018, 7:38:02 PM2 votes

reworking/updating karma <3

Big Lincoln4/20/2018, 7:19:13 PM1 votes

teleport is part of what makes top lane shit

C9 Squeeky 4/20/2018, 10:59:31 PM1 votes

I do think jg camps respawn timers should be lowered, even if they gold they provide is nerfed in compensation. Having no camps to kill often means going for a gank unless you're a farm jg who needs to rush to lv 6 ASAP. Ganking should be a choice, not something to do to kill time until camps respawn.